Gaming machine
By designing special ball entry areas and ordinary symbol entry areas in the game console, combined with notification mechanisms and information storage, the game's fun and security have been enhanced, the control and structure have been optimized, and the shortcomings of existing technologies have been addressed.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-03-02
- Publication Date
- 2026-03-13
AI Technical Summary
Existing game consoles have shortcomings in improving game enjoyment, reducing processing load, optimizing control, and simplifying structure, and they are also difficult to effectively prevent illegal operations and improve game security.
The game console features special ball entry zones and regular symbol entry zones. By combining notification and information storage mechanisms, the validity of the ball's entry zones is controlled through different game states and conditions, thereby enabling the triggering and control of special game states.
It improves the game's fun and security, optimizes load handling and simplifies the structure, while enhancing the ability to prevent illegal operations.
Smart Images

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Abstract
Description
Technical Field
[0006] , , , , A ball entry area into which a game ball can be entered, and a predetermined special symbol entry area in which a predetermined special symbol and a specific special symbol different from the predetermined special symbol can be changed based on the entry of a game ball, , ,
[0007] , , A ball entry area into which a game ball can be entered, and a normal symbol entry area into which the normal symbols can be changed based on the entry of a game ball, ,
[0001] The present invention relates to a gaming machine.
Background Art
[0002] In gaming machines such as pachinko machines and slot machines, technical improvements have been made from various viewpoints such as structure, control, and effects for the purpose of improving the interest of the game, reducing the processing load of the gaming machine, optimizing the processing, simplifying the control, and simplifying the structure (for example, Patent Document 1).
[0003] In addition, various technical improvements have been made for the purpose of improving the soundness of the game, such as detecting and suppressing illegal acts by players and illegal modifications to the gaming machine.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] In the gaming machines as described above, further technical improvements are desired for the purpose of improving the interest of the game, reducing the processing load of the gaming machine, optimizing the processing, simplifying the control, simplifying the structure, and providing a more sound game. ]
Means for Solving the Problems
[0006] The present invention has been made to solve at least a part of the above problems and can be realized in the following forms.
[0007] [Form] Launching means for launching a game ball, A ball entry area into which a game ball can be entered, and a predetermined special symbol entry area in which a predetermined special symbol and a specific special symbol different from the predetermined special symbol can be changed based on the entry of a game ball, A ball entry area into which a game ball can be entered, and a normal symbol entry area into which the normal symbols can be changed based on the entry of a game ball, In a ball entry area where the predetermined special symbols, the specific special symbols, and the ordinary symbols do not change even when a game ball enters, A specific ball entry area in which a game ball can enter when the launching mode by the launching means is a first launching mode, and in which a game ball cannot enter when the launching mode by the launching means is a second launching mode, A special ball entry means into which a game ball can be entered when the firing mode by the aforementioned firing means is the second firing mode, A notification means which may be a specific notification mode that notifies that the recommended launch mode is the second launch mode, A gaming machine equipped with, This gaming machine is The aforementioned bonus ball entry means is made to perform a predetermined opening. prescribed During a predetermined waiting period in which the execution of a special game state is confirmed, the notification means does not execute the specified notification mode. The aforementioned prescribed During the execution of the special game state, the notification means is configured to execute the specific notification mode, This gaming machine is During the predetermined waiting period when the notification means is not performing the specific notification mode, if a predetermined condition for opening the special ball entry means based on a game ball entering the specific ball entry area is met, then after the execution of the predetermined control, prescribed It is configured to be able to generate a special game state, This gaming machine is The system includes predetermined information storage means capable of storing predetermined information when a game ball enters the specified ball entry area. The aforementioned predetermined information to be a means of memory specific types The predetermined information After it was memorized Furthermore, the predetermined control that is executed after the completion of the predetermined control prescribed Start timing of the special game state The settings are configured It is configured to obtain, This gaming machine is Based on the occurrence of predetermined game conditions, During the aforementioned predetermined waiting period An effective state in which the entry of a game ball into the aforementioned specific ball entry area is made effective. During the predetermined waiting period An invalid state in which the entry of a game ball into the aforementioned specific ball entry area is invalidated. 、 It is configured to allow switching between states, During the aforementioned predetermined waiting periodthe invalid state of Even if a game ball enters the specific ball - entry area, it is configured such that the predetermined conditions are not satisfied. This gaming machine During the predetermined waiting period, the effective state When a game ball enters the specific ball - entry area The aforementioned predetermined conditions are met and based on the ball entry the prescribed there are cases where a special gaming state is generated and During the predetermined waiting period, the effective state even if a game ball enters the specific ball - entry area If the aforementioned predetermined conditions are not met, the ball will not be used as described above. the prescribed there are cases where a special gaming state is not generated. In the case of generation, after a first period has elapsed since a game ball entered the specific ball - entry area, the prescribed first case where a special gaming state is generated and after a second period longer than the first period has elapsed since a game ball entered the specific ball - entry area, the prescribed second case where a special gaming state is generated are included. is included. In the first period of the first case, it is configured to be able to execute a predetermined effect. In the second period of the second case, the same effect as the predetermined effect is executed, and it is configured to be able to execute an effect different from the predetermined effect following the said effect. Even if a game ball enters the specific ball - entry area and the prescribed special gaming state is not generated, it is configured to be able to execute the same effect as the predetermined effect after the game ball enters the specific ball - entry area. A gaming machine characterized by the above.
Advantages of the Invention
[0008] According to the above - mentioned form, the above - mentioned problems can be solved.
Brief Description of the Drawings
[0009] [Figure 1] It is a perspective view of a pachinko machine as a first embodiment. [Figure 2] It is a rear view of the pachinko machine. [Figure 3]This is a front view of the game board. [Figure 4] This is an explanatory diagram showing the starting port unit. [Figure 5] This is an explanatory diagram showing the flow of game balls when the distribution piece is in the first position Q1. [Figure 6] This is an explanatory diagram showing the flow of game balls when the distribution piece is in the second position Q2. [Figure 7] This is an explanatory diagram showing the first route in the starting unit. [Figure 8] This is an explanatory diagram showing the second route in the starting unit. [Figure 9] This is an explanatory diagram showing the third route in the starting unit. [Figure 10] This is an explanatory diagram showing the variable patterns and display surface in a pattern display device. [Figure 11] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 12] This is an explanatory diagram showing the contents of various counters used in lottery draws and other similar processes. [Figure 13] This is an explanatory diagram showing the contents of the success / failure table for the first starting gate. [Figure 14] This is an explanatory diagram showing the contents of the success / failure table for the second start port. [Figure 15] This is an explanatory diagram showing the contents of the distribution table. [Figure 16] This is an explanatory diagram showing the hit / fail table for determining whether a hand is "reach" (a winning hand in mahjong). [Figure 17] This is an explanatory diagram showing the contents of the win / loss table used when performing the electric mechanism opening lottery. [Figure 18] This block diagram primarily shows the electrical configuration of the sound and light emission control device and the display control device. [Figure 19] This is an explanatory diagram showing the flow of gameplay in pachinko machine 10. [Figure 20] This is an explanatory diagram showing various states in each of the following conditions: low probability low support state, low probability high support state, high probability high support state, and high probability low support state. [Figure 21]This is a flowchart showing timer interrupt handling. [Figure 22] This flowchart shows the ball entry process for the starting gate. [Figure 23] This flowchart shows the ball entry process for the drop-off area. [Figure 24] This is a flowchart of the normal process. [Figure 25] This flowchart shows the game round control process. [Figure 26] This flowchart shows the variable start process for the first start port. [Figure 27] This flowchart shows the process for shifting held information for the first starting gate. [Figure 28] This flowchart shows the determination process for the first start port. [Figure 29] This flowchart shows the process for setting the variable time for the first start port. [Figure 30] This flowchart shows the process for acquiring variable time information during low probability, low support state for the first starting gate. [Figure 31] This flowchart shows the process for acquiring variation time information during low probability high support state for the first starting gate. [Figure 32] This flowchart shows the process for acquiring variation time information during high probability and high support state for the first starting gate. [Figure 33] This flowchart shows the process for acquiring variation time information during high probability low support state for the first starting gate. [Figure 34] This is a flowchart showing the first variation cessation process. [Figure 35] This flowchart shows the variable start process for the second start port. [Figure 36] This flowchart shows the process for shifting held information for the second starting port. [Figure 37] This flowchart shows the determination process for the second start port. [Figure 38] This flowchart shows the process for setting the variable time for the second start port. [Figure 39]This flowchart shows the process for acquiring variable time information during low probability low support state for the second starting port. [Figure 40] This flowchart shows the process for acquiring variable time information during low probability high support state for the second starting gate. [Figure 41] This flowchart shows the process for acquiring variation time information during high probability and high support state for the second starting gate. [Figure 42] This flowchart shows the process for acquiring variation time information during high probability low support state for the second starting gate. [Figure 43] This is a flowchart showing the second variation cessation process. [Figure 44] This is a flowchart showing the game state transition process. [Figure 45] This is a flowchart showing the process for setting the opening / closing scenario. [Figure 46] This is a flowchart showing the process for setting the opening time. [Figure 47] The flowchart shows the processing when the opening period flag is ON. [Figure 48] The flowchart shows the processing when the opening / closing processing period flag is ON. [Figure 49] This flowchart shows the process for opening and closing the grand prize slot. [Figure 50] This flowchart shows the processing when the ending period flag is ON. [Figure 51] This is a flowchart showing the transition process at the end of the ending period. [Figure 52] This is a flowchart showing the processing for power supply support. [Figure 53] This is a flowchart showing the power switch operation process. [Figure 54] This flowchart shows the game ball distribution control process. [Figure 55] This flowchart shows the timer interrupt processing performed in the sound / light side MPU. [Figure 56] This is a flowchart showing the process for handling pending commands. [Figure 57]This flowchart shows the update process when a ball enters the game. [Figure 58] This is a flowchart showing the gameplay sequence settings process. [Figure 59] This flowchart shows the process for switching display modes. [Figure 60] This flowchart shows the gameplay sequence setting process for Special 1. [Figure 61] This is a flowchart showing the process for setting the first performance pattern. [Figure 62] This flowchart shows the process for setting the performance pattern when the first starting gate is in a low probability, low support state. [Figure 63] This flowchart shows the process for setting the performance pattern when the first starting gate is in a low probability, high support state. [Figure 64] This flowchart shows the process for setting the performance pattern when the first starting gate is in a high-probability, high-support state. [Figure 65] This flowchart shows the process for setting the performance pattern when the first starting gate is in a high probability, low support state. [Figure 66] This flowchart shows the gameplay sequence setting process for Special 2. [Figure 67] This is a flowchart showing the process for setting the second performance pattern. [Figure 68] This flowchart shows the process for setting the performance pattern when the second starting gate is in a low probability, low support state. [Figure 69] This flowchart shows the process for setting the performance pattern when the second starting gate is in a low probability, high support state. [Figure 70] This flowchart shows the process for setting the performance pattern when the second starting gate is in a high-probability, high-support state. [Figure 71] This flowchart shows the process for setting the performance pattern when the second starting gate is in a high probability, low support state. [Figure 72] This flowchart shows the main processing performed in the MPU of the display control unit. [Figure 73] This is a flowchart showing the command interrupt processing performed in the MPU of the display control device. [Figure 74] This flowchart shows the V interrupt processing performed in the MPU of the display control device. [Figure 75] This is an explanatory diagram showing the starter unit in a modified example. [Figure 76] This is a perspective view of a pachinko machine as a second embodiment. [Figure 77] This is a rear view of a pachinko machine. [Figure 78] This is a front view of the game board. [Figure 79] This is an explanatory diagram showing the variable patterns and display surface in a pattern display device. [Figure 80] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 81] This is an explanatory diagram illustrating the functions of various counters used in lottery draws and other similar processes. [Figure 82] This is an explanatory diagram showing the contents of the success / failure table for the first starting gate. [Figure 83] This is an explanatory diagram showing the contents of the success / failure table for the second start port. [Figure 84] This is an explanatory diagram showing the contents of the distribution table. [Figure 85] This is an explanatory diagram showing the contents of the success / failure table used for the fall lottery. [Figure 86] This is an explanatory diagram showing the contents of the win / loss table used when performing the electric mechanism opening lottery. [Figure 87] This block diagram primarily shows the electrical configuration of the sound and light emission control device and the display control device. [Figure 88] This is an explanatory diagram showing the flow of gameplay in a pachinko machine. [Figure 89] This is a flowchart showing timer interrupt handling. [Figure 90] This flowchart shows the ball entry process for the starting gate. [Figure 91] This is a flowchart showing the pre-determination process. [Figure 92] This flowchart shows the process for ball entry into a through ball. [Figure 93]This is a flowchart of the normal process. [Figure 94] This flowchart shows the game round control process. [Figure 95] This is a flowchart showing the process for initiating the change. [Figure 96] This is a flowchart showing the process of shifting held information. [Figure 97] This is a flowchart showing the fall detection process. [Figure 98] This is a flowchart showing the collision detection process. [Figure 99] This is a flowchart showing the process for setting the variable time. [Figure 100] This is a flowchart showing the variable termination process. [Figure 101] This flowchart shows the process for granting time-saving benefits. [Figure 102] This is a flowchart showing the game state transition process. [Figure 103] This flowchart shows the process for opening and closing the grand prize slot. [Figure 104] This is a flowchart showing the shutter opening and closing process. [Figure 105] This flowchart shows the process for determining whether a V-win is achieved. [Figure 106] This is a flowchart showing the transition process at the end of the ending period. [Figure 107] This is a flowchart showing the processing for power supply support. [Figure 108] This flowchart shows the power supply switching control process. [Figure 109] This flowchart shows the timer interrupt processing performed in the sound / light side MPU. [Figure 110] This is a flowchart showing the process for handling pending commands. [Figure 111] This is a flowchart showing the gameplay sequence settings process. [Figure 112] This is a flowchart showing the process for setting the performance pattern. [Figure 113] This flowchart shows the update process at the start of a change. [Figure 114] This flowchart shows the main processing performed in the MPU of the display control unit. [Figure 115] This is a flowchart showing command interrupt processing. [Figure 116] This is a flowchart showing the V interrupt handling process. [Figure 117] This is a perspective view of a pachinko machine as a third embodiment. [Figure 118] This is a rear view of a pachinko machine. [Figure 119] This is a front view of the game board. [Figure 120] This is an explanatory diagram showing the variable patterns and display surface in a pattern display device. [Figure 121] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 122] This is an explanatory diagram illustrating the functions of various counters used in lottery draws and other similar processes. [Figure 123] This is an explanatory diagram showing the contents of the success / failure table for the first starting gate. [Figure 124] This is an explanatory diagram showing the contents of the success / failure table for the second start port. [Figure 125] This is an explanatory diagram showing the contents of the distribution table. [Figure 126] This is an explanatory diagram showing the contents of the success / failure table used for the fall lottery. [Figure 127] This is an explanatory diagram showing the contents of the win / loss table used when performing the electric mechanism opening lottery. [Figure 128] This block diagram primarily shows the electrical configuration of the sound and light emission control device and the display control device. [Figure 129] This is an explanatory diagram showing the flow of gameplay in pachinko machine 10. [Figure 130] This is a flowchart showing timer interrupt handling. [Figure 131] This flowchart shows the ball entry process for the starting gate. [Figure 132] This is a flowchart showing the pre-determination process. [Figure 133]This flowchart shows the process for ball entry into a through ball. [Figure 134] This is a flowchart of the normal process. [Figure 135] This flowchart shows the game round control process. [Figure 136] This is a flowchart showing the process for initiating the change. [Figure 137] This is a flowchart showing the process of shifting held information. [Figure 138] This is a flowchart showing the fall detection process. [Figure 139] This is a flowchart showing the collision detection process. [Figure 140] This is a flowchart showing the process for setting the variable time. [Figure 141] This is a flowchart showing the variable termination process. [Figure 142] This flowchart shows the process for granting time-saving benefits. [Figure 143] This is a flowchart showing the game state transition process. [Figure 144] This flowchart shows the process for opening and closing the grand prize slot. [Figure 145] This is a flowchart showing the shutter opening and closing process. [Figure 146] This flowchart shows the process for determining whether a V-win is achieved. [Figure 147] This is a flowchart showing the transition process at the end of the ending period. [Figure 148] This is a flowchart showing the processing for power supply support. [Figure 149] This flowchart shows the power supply switching control process. [Figure 150] This flowchart shows the timer interrupt processing performed in the sound / light side MPU. [Figure 151] This is a flowchart showing the process for handling pending commands. [Figure 152] This is a flowchart showing the gameplay sequence settings process. [Figure 153] This is a flowchart showing the process for setting the performance pattern. [Figure 154] This flowchart shows the update process at the start of a change. [Figure 155] This flowchart shows the main processing performed in the MPU of the display control unit. [Figure 156] This is a flowchart showing command interrupt processing. [Figure 157] This is a flowchart showing the V interrupt handling process. [Figure 158] This is an explanatory diagram showing the flow of gameplay in the pachinko machine of the modified example 1. [Figure 159] This is an explanatory diagram showing the contents of the distribution table for the first start gate of the pachinko machine in the modified example 2. [Figure 160] This is an explanatory diagram showing the flow of gameplay in a pachinko machine, as shown in Modification Example 2. [Figure 161] This is an explanatory diagram showing the contents of the win / loss table (for low probability mode) for the second starting gate in modified example 3. [Figure 162] This is an explanatory diagram showing the flow of gameplay in the pachinko machine of the modified example 3. [Figure 163] This timing chart shows an example of the control when transitioning from a high-probability, high-support state to a high-probability, low-support state in Modification 13. [Figure 164] This timing chart shows an example of the control when transitioning from a high-probability, high-support state to a high-probability, low-support state in Modification 14. [Figure 165] This timing chart shows an example of the control when transitioning from a high-probability, high-support state to a high-probability, low-support state in Modification 15. [Figure 166] This is a front view of the game board in modified example 18. [Figure 167] This is a perspective view of a pachinko machine as a fourth embodiment. [Figure 168] This is a rear view of a pachinko machine. [Figure 169] This is a front view of the game board. [Figure 170] This is an explanatory diagram showing the variable patterns and display surface in a pattern display device. [Figure 171]This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 172] This is an explanatory diagram illustrating the functions of various counters used in lottery draws and other similar processes. [Figure 173] This is an explanatory diagram showing the contents of the success / failure table. [Figure 174] This is an explanatory diagram showing the contents of the distribution table. [Figure 175] This is an explanatory diagram showing the contents of the win / loss table used when performing the electric mechanism opening lottery. [Figure 176] This block diagram primarily shows the electrical configuration of the sound and light emission control device and the display control device. [Figure 177] This is an explanatory diagram showing an example of the changes in the first starting port holding area and the holding consumption area. [Figure 178] This is an explanatory diagram showing an example of the changes in the second starting port holding area and the holding consumption area. [Figure 179] This is an explanatory diagram showing the case where a jackpot is included in the special 1 reserve during normal gameplay. [Figure 180] This is an explanatory diagram showing the fluctuation display and pre-announcement effect (1st time) for Special 1 Reserve 1. [Figure 181] This is an explanatory diagram showing the fluctuation display and pre-announcement effect (second time) for Special 1 Reserve 2. [Figure 182] This is an explanatory diagram showing the fluctuation display and pre-announcement effect (3rd time) for Special 1 Reserve 3. [Figure 183] This is an explanatory diagram showing the relationship between the number of times a premonition-indicating effect appears and the effect that is scheduled to be performed. [Figure 184] This is an explanatory diagram showing the variable display, reach animation, and stop display for Special 1 Reserve 4. [Figure 185] This is a time chart showing the sequence of events for Special 1 Reserve 1 to Special 1 Reserve 4 on a timeline. [Figure 186] This is an explanatory diagram illustrating the basic concept of the continuous hold effect adopted in the pachinko machine 10 of the fourth embodiment. [Figure 187] This is an explanatory diagram conceptually illustrating the state of special item 1 retention in Case 1. [Figure 188]This is a time chart explaining the effects for Special 1 Reserve executed by the Special 1 Reserve Continuous Performance Processing and the effects for Special 2 Reserve executed by the Special 2 Reserve Performance Processing in Case 1. [Figure 189] This is an explanatory diagram conceptually illustrating the state of special item 1 retention in Case 2. [Figure 190] This is a time chart explaining the effects for Special 1 Reserve executed by the Special 1 Reserve Continuous Performance Processing and the effects for Special 2 Reserve executed by the Special 2 Reserve Performance Processing in Case 2. [Figure 191] This is an explanatory diagram showing the relationship between the colors of the design and the planned performance. [Figure 192] This is an explanatory diagram showing a series of effects performed during a game round with Special 2 Reserve 1. [Figure 193] This is a time chart showing Comparative Example 1. [Figure 194] This is a conceptual diagram illustrating the state of special item 1 retention in Case 3. [Figure 195] This is a time chart explaining the effects for Special 1 Reserve executed by the Special 1 Reserve Continuous Performance Processing and the effects for Special 2 Reserve executed by the Special 2 Reserve Performance Processing in Case 3. [Figure 196] This is an explanatory diagram showing the details of the charge animation. [Figure 197] This is an explanatory diagram showing a series of effects performed during a game round for Special 2 Reserve 1. [Figure 198] This is a flowchart showing timer interrupt handling. [Figure 199] This flowchart shows the ball entry process for the starting gate. [Figure 200] This is a flowchart showing the pre-determination process. [Figure 201] This flowchart shows the process for ball entry into a through ball. [Figure 202] This is a flowchart of the normal process. [Figure 203] This flowchart shows the game round control process. [Figure 204]This is a flowchart showing the process for initiating the change. [Figure 205] This is a flowchart showing the process of shifting held information. [Figure 206] This is a flowchart showing the collision detection process. [Figure 207] This is a flowchart showing the process for setting the variable time. [Figure 208] This is a flowchart showing the variable termination process. [Figure 209] This is a flowchart showing the game state transition process. [Figure 210] This flowchart shows the process for opening and closing the grand prize slot. [Figure 211] This is a flowchart showing the transition process at the end of the ending period. [Figure 212] This is a flowchart showing the processing for power supply support. [Figure 213] This flowchart shows the power supply switching control process. [Figure 214] This flowchart shows the timer interrupt processing performed in the sound / light side MPU. [Figure 215] This is a flowchart showing the process for handling pending commands. [Figure 216] This is a flowchart showing the gameplay sequence settings process. [Figure 217] This is a flowchart showing the process for setting the performance pattern. [Figure 218] This flowchart shows the update process at the start of a change. [Figure 219] This flowchart shows the main processing performed in the MPU of the display control unit. [Figure 220] This is a flowchart showing command interrupt processing. [Figure 221] This is a flowchart showing the V interrupt handling process. [Figure 222] This is an explanatory diagram conceptually showing the state of the special provision 1 retention in modified example 10. [Figure 223]This is a time chart illustrating the effects for Special 1 Reserve executed by the Special 1 Reserve Continuous Effects Processing and the effects for Special 2 Reserve executed by the Special 2 Reserve Effects Processing in Modification 10. [Figure 224] This is a time chart illustrating the effects for Special 1 Reserve executed by the Special 1 Reserve Continuous Performance Processing and the effects for Special 2 Reserve executed by the Special 2 Reserve Performance Processing in Modification 11. [Figure 225] This is a perspective view of a pachinko machine as the fifth embodiment. [Figure 226] This is a rear view of a pachinko machine. [Figure 227] This is a front view of the game board. [Figure 228] This is an explanatory diagram showing the variable patterns and display surface in a pattern display device. [Figure 229] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 230] This is an explanatory diagram illustrating the functions of various counters used in lottery draws and other similar processes. [Figure 231] This is an explanatory diagram showing the contents of the success / failure table. [Figure 232] This is an explanatory diagram showing the contents of the distribution table. [Figure 233] This is an explanatory diagram showing the contents of the win / loss table used when performing the electric mechanism opening lottery. [Figure 234] This block diagram primarily shows the electrical configuration of the sound and light emission control device and the display control device. [Figure 235] This is an explanatory diagram showing the display surface where the first pending relationship information is displayed in the sub-area. [Figure 236] This is an explanatory diagram showing how the areas for displaying pending actions, actions currently being played, and actions already played change as the game progresses. [Figure 237] This is an explanatory diagram showing the display surface where the second pending relationship information is displayed in the sub-area. [Figure 238] This is an explanatory diagram illustrating a lottery table for pending change patterns used as reference conditions. [Figure 239] This is an explanatory diagram showing an example of how the display color changes due to a pending change notification. [Figure 240] This is an explanatory diagram illustrating the data structure of the memory area for the special 1 hold effect. [Figure 241] This flowchart shows an overview of the process for notifying users that an action has already been executed but will be held in abeyance. [Figure 242] This is a flowchart showing the process for removing the same color when a combination is missed. [Figure 243] This is an explanatory diagram showing how each pending display area changes in Case 1. [Figure 244] This is an explanatory diagram showing how each pending display area changes in Case 2. [Figure 245] This is an explanatory diagram showing how each pending display area changes in Case 3. [Figure 246] This is an explanatory diagram showing how each pending display area changes in Case 4. [Figure 247] This is an explanatory diagram showing how each pending display area changes in Case 5. [Figure 248] This is an explanatory diagram showing how each pending display area changes in Case 6. [Figure 249] This is an explanatory diagram showing how each pending display area changes in Case 7. [Figure 250] This is a flowchart showing timer interrupt handling. [Figure 251] This flowchart shows the ball entry process for the starting gate. [Figure 252] This is a flowchart showing the pre-determination process. [Figure 253] This flowchart shows the process for ball entry into a through ball. [Figure 254] This is a flowchart of the normal process. [Figure 255] This flowchart shows the game round control process. [Figure 256] This is a flowchart showing the process for initiating the change. [Figure 257]This is a flowchart showing the process of shifting held information. [Figure 258] This is a flowchart showing the collision detection process. [Figure 259] This is a flowchart showing the process for setting the variable time. [Figure 260] This is a flowchart showing the variable termination process. [Figure 261] This is a flowchart showing the game state transition process. [Figure 262] This flowchart shows the process for opening and closing the grand prize slot. [Figure 263] This is a flowchart showing the transition process at the end of the ending period. [Figure 264] This is a flowchart showing the processing for power supply support. [Figure 265] This flowchart shows the power supply switching control process. [Figure 266] This flowchart shows the timer interrupt processing performed in the sound / light side MPU. [Figure 267] This is a flowchart showing the process for handling pending commands. [Figure 268] This is a flowchart showing the gameplay sequence settings process. [Figure 269] This is a flowchart showing the process for setting the performance pattern. [Figure 270] This flowchart shows the update process at the start of a change. [Figure 271] This flowchart shows the main processing performed in the MPU of the display control unit. [Figure 272] This is a flowchart showing command interrupt processing. [Figure 273] This is a flowchart showing the V interrupt handling process. [Figure 274] This is an explanatory diagram showing how each pending display area changes in Case 8. [Figure 275] This is an explanatory diagram showing how each pending display area changes in Case A. [Figure 276]This is an explanatory diagram showing how each pending display area changes in Case A. [Figure 277] This is an explanatory diagram showing how each pending display area changes in Case A. [Figure 278] This is an explanatory diagram showing how each pending display area changes in Case B. [Figure 279] This is an explanatory diagram showing how each pending display area changes in Case B. [Figure 280] This is an explanatory diagram showing how each pending display area changes in Case B. [Figure 281] This is an explanatory diagram showing an example of a pre-change indicator effect for the pending state. [Figure 282] This is an explanatory diagram showing an example of a pre-change indicator effect for the pending state. [Figure 283] This is a perspective view of a pachinko machine as the sixth embodiment. [Figure 284] This is a rear view of a pachinko machine. [Figure 285] This is a front view of the game board. [Figure 286] This is an explanatory diagram showing the variable patterns and display surface in a pattern display device. [Figure 287] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 288] This is an explanatory diagram illustrating the functions of various counters used in lottery draws and other similar processes. [Figure 289] This is an explanatory diagram showing the contents of the success / failure table. [Figure 290] This is an explanatory diagram showing the contents of the distribution table. [Figure 291] This is an explanatory diagram showing the contents of the win / loss table used when performing the electric mechanism opening lottery. [Figure 292] This block diagram primarily shows the electrical configuration of the sound and light emission control device and the display control device. [Figure 293] This is an explanatory diagram showing an example of the changes in the first starting port holding area and the holding consumption area. [Figure 294]This is an explanatory diagram showing an example of the changes in the second starting port holding area and the holding consumption area. [Figure 295] This is a front view of the game board when the main rotating mechanism used for the performance has moved to its lowest position. [Figure 296] This is a schematic right-side view showing the main rotating mechanism for performance and the main rotating mechanism drive unit that operates it. [Figure 297] This is an explanatory diagram showing the operation of the main rotating mechanism used for the performance, based on the instant notification processing. [Figure 298] This is a front view showing a pair of rotating sub-devices used for performances. [Figure 299] This is a schematic right side view showing the sub-rotating mechanism for performance and the sub-rotating mechanism drive unit that operates it. [Figure 300] This is an explanatory diagram showing the operation of the main rotating mechanism and the sub-rotating mechanism used for the Big or Small effect processing. [Figure 301] This is an explanatory diagram showing the second predetermined rotation stop position for the main rotating mechanism used for performance. [Figure 302] This is an explanatory diagram showing the second specific rotation stop position for the sub-rotating mechanism used for performance. [Figure 303] This is an explanatory diagram showing a state in which the main rotating mechanism for performance is in a second predetermined rotation stop position, and the sub-rotating mechanism for performance is in a second specific rotation stop position. [Figure 304] This is a schematic side view of the rotating device of the comparative example. [Figure 305] This is a flowchart showing timer interrupt handling. [Figure 306] This flowchart shows the ball entry process for the starting gate. [Figure 307] This is a flowchart showing the pre-determination process. [Figure 308] This flowchart shows the process for ball entry into a through ball. [Figure 309] This is a flowchart of the normal process. [Figure 310] This flowchart shows the game round control process. [Figure 311]This is a flowchart showing the process for initiating the change. [Figure 312] This is a flowchart showing the process of shifting held information. [Figure 313] This is a flowchart showing the collision detection process. [Figure 314] This is a flowchart showing the process for setting the variable time. [Figure 315] This is a flowchart showing the variable termination process. [Figure 316] This is a flowchart showing the game state transition process. [Figure 317] This flowchart shows the process for opening and closing the grand prize slot. [Figure 318] This is a flowchart showing the transition process at the end of the ending period. [Figure 319] This is a flowchart showing the processing for power supply support. [Figure 320] This flowchart shows the power supply switching control process. [Figure 321] This flowchart shows the timer interrupt processing performed in the sound / light side MPU. [Figure 322] This is a flowchart showing the process for handling pending commands. [Figure 323] This is a flowchart showing the gameplay sequence settings process. [Figure 324] This is a flowchart showing the process for setting the performance pattern. [Figure 325] This flowchart shows the update process at the start of a change. [Figure 326] This flowchart shows the main processing performed in the MPU of the display control unit. [Figure 327] This is a flowchart showing command interrupt processing. [Figure 328] This is a flowchart showing the V interrupt handling process. [Figure 329] This is a front view showing a pair of rotating sub-features for performance purposes in a modified example. [Figure 330] This is a perspective view of a pachinko machine as the seventh embodiment. [Figure 331] This is a rear view of a pachinko machine. [Figure 332] This is a front view of the game board. [Figure 333] This is an explanatory diagram showing the variable patterns and display surface in a pattern display device. [Figure 334] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 335] This is an explanatory diagram illustrating the functions of various counters used in lottery draws and other similar processes. [Figure 336] This is an explanatory diagram showing the contents of the success / failure table for the first starting gate. [Figure 337] This is an explanatory diagram showing the contents of the success / failure table for the second start port. [Figure 338] This is an explanatory diagram showing the contents of the distribution table. [Figure 339] This is an explanatory diagram showing the contents of the win / loss table used when performing the electric mechanism opening lottery. [Figure 340] This block diagram primarily shows the electrical configuration of the sound and light emission control device and the display control device. [Figure 341] This is an explanatory diagram showing the flow of gameplay in pachinko machine 10. [Figure 342] This is an explanatory diagram showing the operation when a jackpot is hit in Case 1. [Figure 343] This is an explanatory diagram showing the operation when a jackpot is hit in Case 2. [Figure 344] This is an explanatory diagram showing the operation when a jackpot is hit in Case 3. [Figure 345] This is a flowchart showing timer interrupt handling. [Figure 346] This flowchart shows the ball entry process for the starting gate. [Figure 347] This flowchart shows the process for ball entry into a through ball. [Figure 348] This flowchart shows the ball entry process for the gate. [Figure 349] This is a flowchart of the normal process. [Figure 350]This flowchart shows the game round control process. [Figure 351] This flowchart shows the variable start process for the first start port. [Figure 352] This flowchart shows the process for shifting held information for the first starting gate. [Figure 353] This flowchart shows the determination process for the first start port. [Figure 354] This flowchart shows the process for setting the variable time for the first start port. [Figure 355] This flowchart shows the process for acquiring variable time information during low probability, low support state for the first starting gate. [Figure 356] This flowchart shows the process for acquiring variation time information during low probability high support state for the first starting gate. [Figure 357] This flowchart shows the process for acquiring variation time information during high probability and high support state for the first starting gate. [Figure 358] This flowchart shows the process for acquiring variation time information during high probability low support state for the first starting gate. [Figure 359] This is a flowchart showing the first variation cessation process. [Figure 360] This flowchart shows the variable start process for the second start port. [Figure 361] This flowchart shows the process for shifting held information for the second starting port. [Figure 362] This flowchart shows the determination process for the second start port. [Figure 363] This flowchart shows the process for setting the variable time for the second start port. [Figure 364] This flowchart shows the process for acquiring variable time information during low probability low support state for the second starting port. [Figure 365] This flowchart shows the process for acquiring variable time information during low probability high support state for the second starting gate. [Figure 366] This flowchart shows the process for acquiring variation time information during high probability and high support state for the second starting gate. [Figure 367]This flowchart shows the process for acquiring variation time information during high probability low support state for the second starting gate. [Figure 368] This is a flowchart showing the second variation cessation process. [Figure 369] This is a flowchart showing the game state transition process. [Figure 370] This is a flowchart showing the process for setting the opening time. [Figure 371] This flowchart shows the processing when the standby state transition flag is turned ON. [Figure 372] The flowchart shows the processing when the opening period flag is ON. [Figure 373] The flowchart shows the processing when the opening / closing processing period flag is ON. [Figure 374] This flowchart shows the process for opening and closing the grand prize slot. [Figure 375] This flowchart shows the processing when the ending period flag is ON. [Figure 376] This is a flowchart showing the transition process at the end of the ending period. [Figure 377] The process for opening and closing minor wins is shown in the flowchart. [Figure 378] This is a flowchart showing the processing for power supply support. [Figure 379] This is a flowchart showing the power switch operation process. [Figure 380] This flowchart shows the timer interrupt processing performed in the sound / light side MPU. [Figure 381] This is a flowchart showing the process for handling pending commands. [Figure 382] This flowchart shows the update process when a ball enters the game. [Figure 383] This is a flowchart showing the gameplay sequence settings process. [Figure 384] This flowchart shows the process for switching display modes. [Figure 385] This flowchart shows the gameplay sequence setting process for Special 1. [Figure 386]It is a flowchart showing the first performance pattern setting process. [Figure 387] It is a flowchart showing the performance pattern setting process in the low-confirmation and low-support state for the first start port. [Figure 388] It is a flowchart showing the performance pattern setting process in the low-confirmation and high-support state for the first start port. [Figure 389] It is a flowchart showing the performance pattern setting process in the high-confirmation and high-support state for the first start port. [Figure 390] It is a flowchart showing the performance pattern setting process in the high-confirmation and low-support state for the first start port. [Figure 391] It is a flowchart showing the performance setting process for the special 2 game session. [Figure 392] It is a flowchart showing the second performance pattern setting process. [Figure 393] It is a flowchart showing the performance pattern setting process in the low-confirmation and low-support state for the second start port. [[ID=2,3]] [Figure 394] It is a flowchart showing the performance pattern setting process in the low-confirmation and high-support state for the second start port. [Figure 395] It is a flowchart showing the performance pattern setting process in the high-confirmation and high-support state for the second start port. [Figure 396] It is a flowchart showing the performance pattern setting process in the high-confirmation and low-support state for the second start port. [Figure 397] It is a flowchart showing the main process executed in the MPU of the display control device. [Figure 398] It is a flowchart showing the command interrupt process executed in the MPU of the display control device. [[ID=3,8]] [Figure 399] It is a flowchart showing the V interrupt process executed in the MPU of the display control device. [Figure 400] It is a front view of the game board of a pachinko machine as a modification example. [Figure 401] It is a front view of the game board of a pachinko machine as a modification example., [Figure 402] It is an explanatory diagram showing the left-round distribution device. [Figure 403] It is a perspective view of the pachinko machine of the eighth embodiment. [Figure 404] It is a front view of the game board. [Figure 405] It is an explanatory diagram showing the decorative symbol variably displayed in the symbol display device and the display surface of the symbol display device. [Figure 406] It is a block diagram showing the electrical configuration of the pachinko machine. [Figure 407] It is an explanatory diagram showing various counters and various storage areas provided in the RAM [Figure 408] It is an explanatory diagram showing the content of the special figure validity determination table. [Figure 409] It is an explanatory diagram showing the content of the special figure type determination table. [Figure 410] It is an explanatory diagram showing the content of the special electric switch scenario selection table. [Figure 411] It is an explanatory diagram showing the content of the general figure validity determination table. [Figure 412] It is an explanatory diagram showing the content of the general figure type determination table. [Figure 413] It is an explanatory diagram showing the content of the general electric switch scenario selection table. [Figure 414] It is a block diagram mainly showing the electrical configuration of the voice and light emission control device and the display control device [Figure 415] It is an explanatory diagram explaining the flow of the game in the pachinko machine. [Figure 416] It is an explanatory diagram showing the battle effect and the battle result effect. [Figure 417] It is an explanatory diagram showing the countdown effect, the lucky machine suggestion effect, and the ball entry number information. [Figure 418] It is an explanatory diagram showing the step-up effect. [Figure 419] It is a flowchart showing the normal process. [Figure 420] It is a flowchart showing the timer interrupt process. [Figure 421] It is a flowchart showing the ball entry process for each ball entry port. [Figure 422]It is a flowchart showing the ball entry process for the first special figure start port. [Figure 423] It is a flowchart showing the ball entry process for the second special figure start port. [Figure 424] It is a flowchart showing the ball entry process for the general figure start gate. [Figure 425] It is a flowchart showing the ball entry process for the V-confirm winning port. [Figure 426] It is a flowchart showing the special figure special power control process. [Figure 427] It is a flowchart showing the start process of the special symbol variation. [Figure 428] It is a flowchart showing the stop process of the special symbol variation. [Figure 429] It is a flowchart showing the post-stop process of the special symbol variation. [Figure 430] It is a flowchart showing the start process of the special power open / close execution mode. [Figure 431] It is a flowchart showing the process during the special power opening period. [Figure 432] It is a flowchart showing the process during the special power open / close period. [Figure 433] It is a flowchart showing the process during the special power ending period. [Figure 434] It is a flowchart showing the general figure general power control process. [Figure 435] It is a flowchart showing the start process of the normal symbol variation. [Figure 436] It is a flowchart showing the stop process of the normal symbol variation. [Figure 437] It is a flowchart showing the post-stop process of the normal symbol variation. [Figure 438] It is a flowchart showing the start process of the general power open / close execution mode. [Figure 439] It is a flowchart showing the process during the general power opening period. [Figure 440] It is a flowchart showing the process during the general power open / close period. [Figure 441] It is a flowchart showing the process during the general power ending period. [Figure 442] This flowchart shows the timer interrupt processing performed in the sound / light side MPU. [Figure 443] This flowchart shows the main processing performed in the MPU of the display control unit. [Figure 444] This is a flowchart showing the command interrupt processing performed in the MPU of the display control device. [Figure 445] This flowchart shows the V interrupt processing performed in the MPU of the display control device. [Figure 446] This is a perspective view of the pachinko machine according to the ninth embodiment. [Figure 447] This is a front view of the game board. [Figure 448] This is an explanatory diagram showing the decorative patterns that are displayed in a pattern display device and the display surface of the pattern display device. [Figure 449] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 450] This is an explanatory diagram showing the various counters and memory areas provided in RAM. [Figure 451] This is an explanatory diagram showing the contents of the special feature hit / fail judgment table. [Figure 452] This is an explanatory diagram showing the contents of the special design type determination table. [Figure 453] This is an explanatory diagram showing the contents of the special electric switching scenario selection table. [Figure 454] This is an explanatory diagram showing the contents of the general diagram correct / incorrect judgment table. [Figure 455] This is an explanatory diagram showing the contents of the general type determination table. [Figure 456] This is an explanatory diagram showing the contents of the regular power switching scenario selection table. [Figure 457] This block diagram primarily shows the electrical configuration of the sound and light emission control device and the display control device. [Figure 458] This is an explanatory diagram illustrating the flow of gameplay in a pachinko machine. [Figure 459] This is an explanatory diagram showing the notification effect for targeting right-handed shots using the electric distribution device. [Figure 460] This is an explanatory diagram showing the battle sequence and the battle result sequence. [Figure 461] This is an explanatory diagram showing the countdown animation, the animation indicating a good opportunity, and the number of balls that have entered the game. [Figure 462] This is an explanatory diagram showing the step-up animation sequence. [Figure 463] This is a flowchart of the normal process. [Figure 464] This is a flowchart showing timer interrupt handling. [Figure 465] Please complete the ball entry process at each entrance. [Figure 466] This flowchart shows the ball entry process for the first special feature starting gate. [Figure 467] This flowchart shows the ball entry process for the second special feature starting gate. [Figure 468] This flowchart shows the ball entry process for the starting gate. [Figure 469] This flowchart shows the ball entry process for the V-winning prize slot. [Figure 470] This is a flowchart showing the special electrical control processing. [Figure 471] This is a flowchart showing the process for initiating the special symbol variation. [Figure 472] This is a flowchart showing the process for stopping the special symbol variation. [Figure 473] This is a flowchart showing the processing after the special symbol variation stops. [Figure 474] This is a flowchart showing the process for starting the special electric switching execution mode. [Figure 475] This is the flowchart for processing during the special telephone service opening period. [Figure 476] This is a flowchart showing the processing during the special power switching period. [Figure 477] This is a flowchart showing the processing during the special ending period. [Figure 478] This is a flowchart showing the general power control process. [Figure 479] This is a flowchart showing the process for initiating a normal symbol variation. [Figure 480] This is a flowchart showing the process for stopping the normal symbol variation. [Figure 481] This is a flowchart showing the processing after the normal symbol change stops. [Figure 482] This is a flowchart showing the process for starting the normal power switching execution mode. [Figure 483] This is a flowchart showing the processing during the regular train opening period. [Figure 484] This is a flowchart showing the processing during the period when the regular power supply is switched on and off. [Figure 485] This is a flowchart showing the processing during the end-of-service period for regular trains. [Figure 486] This flowchart shows the timer interrupt processing performed in the sound / light side MPU. [Figure 487] This flowchart shows the main processing performed in the MPU of the display control unit. [Figure 488] This is a flowchart showing the command interrupt processing performed in the MPU of the display control device. [Figure 489] This flowchart shows the V interrupt processing performed in the MPU of the display control device. [Figure 490] This is a perspective view of a pachinko machine as the tenth embodiment. [Figure 491] This is a rear view of a pachinko machine. [Figure 492] This is a front view of the game board. [Figure 493] This is an explanatory diagram showing the variable patterns and display surface in a pattern display device. [Figure 494] This is a block diagram showing the electrical configuration of a pachinko machine. [Figure 495] This is an explanatory diagram illustrating the functions of various counters used in lottery draws and other similar processes. [Figure 496] This is an explanatory diagram showing the contents of the win / loss table used for the special prize lottery. [Figure 497] This is an explanatory diagram showing the contents of the distribution table for minor wins. [Figure 498]This is an explanatory diagram showing the contents of the distribution table for V-winning jackpots. [Figure 499] This is an explanatory diagram showing the contents of the win / loss table used when performing the electric mechanism opening lottery. [Figure 500] This block diagram primarily shows the electrical configuration of the sound and light emission control device and the display control device. [Figure 501] This is an explanatory diagram showing the flow of gameplay in a pachinko machine. [Figure 502] This is an explanatory diagram showing how the notification effects for the gameplay method change depending on the value of the ceiling count counter. [Figure 503] This is an explanatory diagram showing an example of a notification effect for gameplay. [Figure 504] This is an explanatory diagram showing the presentation when the result of the special feature 1 lottery in a pachinko machine is a minor win. [Figure 505] This is a flowchart showing timer interrupt handling. [Figure 506] This flowchart shows the ball entry process for the starting gate. [Figure 507] This flowchart shows the process for ball entry into a through ball. [Figure 508] This flowchart shows the ball entry process for the grand prize slot. [Figure 509] This flowchart shows the ball entry process for the V prize slot. [Figure 510] This is a flowchart of the normal process. [Figure 511] This flowchart shows the game round control process. [Figure 512] This is a flowchart showing the process for initiating the change. [Figure 513] This is a flowchart showing the process of shifting held information. [Figure 514] This is a flowchart showing the collision detection process. [Figure 515] This is a flowchart showing the process for setting the variable time. [Figure 516] This is a flowchart showing the process of stopping fluctuations. [Figure 517]This is a flowchart showing the process for reducing ceiling time. [Figure 518] This is a flowchart showing the profit / loss determination process for targeting V. [Figure 519] This is a flowchart showing the game state transition process. [Figure 520] This flowchart shows the process for opening and closing the grand prize slot. [Figure 521] This flowchart shows the transition process at the end of a game where a V-winning jackpot is achieved. [Figure 522] This is a flowchart showing the processing for power supply support. [Figure 523] This flowchart shows the power supply switching control process. [Figure 524] This flowchart shows the timer interrupt processing performed in the sound / light side MPU. [Figure 525] This is a flowchart showing the process for handling pending commands. [Figure 526] This is a flowchart showing the gameplay sequence settings process. [Figure 527] This is a flowchart showing the process for setting the performance pattern. [Figure 528] This flowchart shows the update process at the start of a change. [Figure 529] This flowchart shows the main processing performed in the MPU of the display control unit. [Figure 530] This is a flowchart showing the command interrupt processing performed in the MPU of the display control device. [Figure 531] This flowchart shows the V interrupt processing performed in the MPU of the display control device. [Figure 532] This is an explanatory diagram showing how the notification effects for the gameplay method change depending on the value of the ceiling count counter in a modified example. [Figure 533] This flowchart shows the profit / loss determination process targeting V in the modified example. [Figure 534] This is an explanatory diagram illustrating an example of a notification presentation recommending a cost-benefit analysis. [Modes for carrying out the invention]
[0010] Embodiments of the gaming machine according to the present invention will be described in the following order with reference to the drawings. (1) First embodiment (mainly corresponding to feature groups sA to sV of (Z) below): (2) Second embodiment (mainly corresponding to feature groups tA to tP of (Z) below): (3) Third Embodiment (mainly corresponding to the feature groups uA to uU and feature groups uIA to uIM of (Z) below): (4) Fourth embodiment (mainly corresponding to feature groups vA to vR of (Z) below): 《5》Fifth Embodiment (mainly corresponding to feature groups wA to wY of 《Z》 below): 《6》Sixth Embodiment (mainly corresponding to feature groups xA to xU of 《Z》 below): 《7》Seventh Embodiment (mainly corresponding to feature group yA to feature group yζ of 《Z》 below): 《8》 Eighth Embodiment (mainly corresponding to the feature groups zA to zU of 《Z》 below): 《9》Ninth Embodiment (mainly corresponding to feature groups aA to aU of 《Z》 below): 《10》Tenth embodiment (mainly corresponding to feature groups bA to bU of 《Z》 below): 《Y》Application to other configurations: 《Z》Regarding the set of features extracted from each of the above embodiments, etc.:
[0011] (1) First Embodiment: 《1-1》Structure of a gaming machine: Figure 1 is a perspective view of a pachinko game machine (hereinafter also referred to as "pachinko machine") as a first embodiment of the present invention. The pachinko machine 10 includes a roughly rectangular wooden outer frame 11. When the pachinko machine 10 is installed in a gaming hall, this outer frame 11 is fixed to the island equipment of the gaming hall. The pachinko machine 10 also includes a pachinko machine body 12 that is rotatably supported on the outer frame 11. The pachinko machine body 12 includes an inner frame 13 and a front door frame 14 positioned in front of the inner frame 13. The inner frame 13 is rotatably supported on the outer frame 11 by a metal hinge 15. The front door frame 14 is rotatably supported on the inner frame 13 by a metal hinge 16. Control devices for controlling the pachinko machine body 12, such as a main control device, a sound and light emission control device, and a display control device, are arranged on the back of the inner frame 13. Details of these control devices will be described later. Furthermore, the pachinko machine 10 is provided with a cylinder lock 17. The cylinder lock 17 has the function of locking the inner frame 13 to the outer frame 11 in a way that prevents it from being opened, and the function of locking the front door frame 14 to the inner frame 13 in a way that prevents it from being opened. Each lock is released by performing a predetermined operation on the cylinder lock 17 using a dedicated key.
[0012] An open window section 18 is formed approximately in the center of the front door frame 14. Around the window section 18, resin parts and electrical components for decorating the pachinko machine 10 are provided. The electrical components consist of light-emitting means made up of various lamps such as LEDs. The light-emitting means plays a role in enhancing the visual effect by lighting up or flashing during each game round played by the pachinko machine 10, when a jackpot is won, when a reach occurs, etc. Also, a glass unit 19 made up of two glass plates is placed on the back side of the front door frame 14, and the open window section 18 is sealed by the glass unit 19. A game board, which will be described later, is detachably attached to the inner frame 13, and the player of the pachinko machine 10 can see the game board from the front of the pachinko machine 10 through the glass unit 19. Details of the game board will be described later.
[0013] The front door frame 14 is provided with an upper tray 20 and a lower tray 21 for storing game balls. The upper tray 20 is formed in the shape of a box with an open top and stores game balls such as those dispensed from a dispensing machine (not shown) and prize balls dispensed from the pachinko machine body 12. The game balls stored in the upper tray 20 are supplied to the game ball launching mechanism provided in the pachinko machine body 12. The game ball launching mechanism is driven by the operation of an operating handle 25 by the player and launches the game balls supplied from the upper tray 20 to the front of the game board. The lower tray 21 is located below the upper tray 20 and is formed in the shape of a box with an open top. The lower tray 21 stores game balls that could not be stored in the upper tray 20. An outlet 22 is formed on the bottom of the lower tray 21 for discharging the game balls stored in the lower tray 21. A lever 23 is provided below the discharge port 22, and the player can switch between the closed and open states of the discharge port 22 by operating the lever 23. When the player operates the lever 23 and opens the discharge port 22, the game balls fall out of the discharge port 22 and are discharged to the outside from the lower tray 21.
[0014] An action control button 24 is provided at the front of the periphery of the upper tray 20. The action control button 24 is an operation unit for the player to input operations in response to the game effects performed by the pachinko machine 10. When the player operates the action control button 24 at a predetermined timing provided by the pachinko machine 10, the pachinko machine 10 performs the game effects that reflect that operation.
[0015] An operating handle 25 for the player is provided on the right side of the front door frame 14 (hereinafter simply referred to as the "right side"). When the player operates (rotates) the operating handle 25, a game ball is launched from the game ball launching mechanism to the front of the game board in conjunction with the operation. Inside the operating handle 25 are a touch sensor 25a for allowing the operation of the game ball launching mechanism, a weight button 25b for stopping the launch of game balls by the game ball launching mechanism when pressed by the player, and a variable resistor 25c for detecting the amount of rotation of the operating handle 25 by a change in electrical resistance. When the player grips the operating handle 25, the touch sensor 25a turns on, and when the player rotates the operating handle 25 clockwise, the resistance value of the variable resistor 25c changes in accordance with the amount of rotation, and a game ball is launched from the game ball launching mechanism to the front of the game board with a strength corresponding to the resistance value of the variable resistor 25c.
[0016] A game ball launch button 26 for the player to operate is provided on the left side of the periphery of the upper tray 20 when viewed from the front (hereinafter simply referred to as the "left side"). When the game ball launch button 26 is operated by the player, a game ball is launched to the front of the game board with a predetermined launch force, regardless of the amount of rotation of the player's operating handle 25. Specifically, when the player operates the game ball launch button 26, a game ball is launched to the front of the game board with the same launch force as when the amount of rotation of the operating handle 25 is at its maximum. In this embodiment, when a game ball is launched by operating the game ball launch button 26, the game ball flows to the right side of the game board when viewed from the front, and also flows down the right side of the game board. In other words, by operating the game ball launch button 26, the player can perform what is known as "right-handed shooting". Furthermore, in the following explanation, when the operating handle 25 is operated and a game ball is launched, and the game ball flows to the left side of the game board when viewed from the front, and also flows down the left side of the game board, the player may refer to this as "hitting left." In this embodiment of the pachinko machine 10, when the game ball launch button 26 is operated, the game ball is launched onto the game board, provided that the touch sensor 25a is turned on. That is, by gripping the operating handle 25 to turn on the touch sensor 25a, the player can activate the launch of a game ball triggered by operating the game ball launch button 26.
[0017] In this embodiment, the game ball launch button 26 is positioned on the left side of the periphery of the upper tray 20 when viewed from the front. However, the game ball launch button 26 may be positioned in other locations. For example, the game ball launch button 26 may be positioned inside (at the periphery) of the operating handle 25, similar to the weight button 25b. This allows the player to operate the operating handle 25, weight button 25b, and game ball launch button 26 with only their right hand.
[0018] Next, the configuration of the back of the pachinko machine 10 will be described. Control devices for controlling the operation of the pachinko machine 10 are located on the back of the pachinko machine 10.
[0019] Figure 2 is a rear view of the pachinko machine 10. As shown in the figure, the pachinko machine 10 includes a first control unit 51, a second control unit 52, a third control unit 53, and a power supply unit 58. Specifically, these units are located on the rear of the inner frame 13.
[0020] The first control unit 51 is equipped with a main control device 60. The main control device 60 has a main control board that has the function of controlling the main game. The main control board is housed in a board box made of transparent resin material. This board box is configured to leave a trace of opening and closing. For example, a sealing sticker is affixed to the openable part, and when the board box is opened, the word "Opened" appears.
[0021] The second control unit 52 includes a sound and light emission control device 90 and a display control device 100. The sound and light emission control device 90 controls light emission means such as speakers and various lamps located on the front of the pachinko machine 10 based on commands transmitted from the main control device 60. The display control device 100 controls the pattern display device based on commands transmitted from the sound and light emission control device 90. The pattern display device is equipped with a liquid crystal display that displays patterns and images for effects.
[0022] The third control unit 53 includes a payout control device 70 and a launch control device 80. The payout control device 70 performs payout control for dispensing prize balls. When the main control device 60 inputs an instruction to launch game balls, the launch control device 80 controls the game ball launching mechanism to launch game balls with a strength corresponding to the amount of rotation of the operating handle 25 by the player. In addition, the back of the inner frame 13 is equipped with several devices necessary for the operation of the pachinko machine 10, including a tank 54 into which game balls supplied from the island equipment of the gaming hall are sequentially replenished, a tank rail 55 connected below the tank 54 and having a gently sloping surface so that game balls flow downstream, a case rail 56 connected vertically downstream of the tank rail 55, and a payout device 71 that receives game balls from the case rail 56 and dispenses a predetermined number of game balls according to instructions from the payout control device 70.
[0023] The power supply unit 58 includes a power supply device 85 and a power switch 88. The power supply device 85 supplies the power necessary for the operation of the pachinko machine 10. The power switch 88 is connected to the power supply device 85. By turning the power switch 88 ON / OFF, the power supply state, in which power is supplied to the pachinko machine 10, and the non-supply state, in which power is not supplied to the pachinko machine 10, can be switched.
[0024] Next, I will explain the game board. The game board is detachably attached to the front of the inner frame 13.
[0025] Figure 3 is a front view of the game board 30. The game board 30 is made of plywood, and a game area PA is formed on its front surface. An inner rail section 31a and an outer rail section 31b are attached to the game board 30 so as to partition a part of the outer edge of the game area PA. A guide rail 31 for guiding the game balls is formed between the inner rail section 31a and the outer rail section 31b. Game balls launched from the game ball launching mechanism are guided by the guide rail 31 and released to the upper part of the game area PA, and then flow down the game area PA. Multiple nails 42 are planted in the game area PA approximately perpendicular to the game board 30, and various other components such as windmills are also arranged therein. These nails 42 and windmills disperse and organize the direction of the falling game balls as they flow down the game area PA.
[0026] The game board 30 is equipped with a general prize entry point 32, a central first start entry point 33 (hereinafter also simply referred to as the first start entry point 33), a second start entry point 34, a right-side first start entry point 44 (hereinafter also simply referred to as the first start entry point 44), a through gate 35, and a variable prize entry device 36. The second start entry point 34 and the right-side first start entry point 44 are located inside the start entry point unit 200.
[0027] Furthermore, the game board 30 is equipped with a variable display unit 40 and a main display unit 45. The variable display unit 40 is located approximately in the center of the game board 30, and the main display unit 45 is located near the upper right when viewed from the front of the game board 30. A decorative frame member DF, which has a decorative surface, is attached to the game board 30 so as to surround the variable display unit 40.
[0028] The space between the upper and right sides of the decorative frame member DF, the outer rail section 31b, and the main display section 45 is provided with a first right-handed rail R1 and a second right-handed rail R2. A right-handed outer rail R3 is provided to the right of the lower portion of the second right-handed rail R2. The first right-handed rail R1 and the second right-handed rail R2 form the first right-handed passage P1. The second right-handed passage P2 is formed by the second right-handed rail R2, the outer rail section 31b, the main display section 45, and the right-handed outer rail R3. Both the first right-handed passage P1 and the second right-handed passage P2 are formed in a roughly arc shape and are located side by side. The first right-handed passage P1 is located inside the second right-handed passage P2.
[0029] When playing to the right, one end P1a of the first passage P1 and one end P2a of the second passage P2 are both located near the top of the game area PA, allowing game balls to enter. The other end P1b of the first passage P1 and the other end P2b of the second passage P2 are both located near the right side of the game area PA. When playing to the right, the first passage P1 allows game balls to be sent towards the starter unit 200, and the second passage P2 allows game balls to be sent towards the variable prize entry device 36.
[0030] As explained earlier, by maximizing the rotation of the operating handle 25 (Figure 1) or by operating the game ball launch button 26 (Figure 1), it is possible to launch the game ball towards the right side of the game area PA, a so-called "right-handed shot." In these operations, the game ball can be guided into the second passage P2 during right-handed shots. Conversely, by adjusting the rotation of the operating handle 25 (Figure 1) from its maximum to a reduced amount, the game ball can be guided into the first passage P1 during right-handed shots. Hereinafter, the second passage P2 during right-handed shots will be referred to as the "strong right-handed shot passage P2," and the first passage P1 during right-handed shots will be referred to as the "weak right-handed shot passage P1." The operation of guiding the game ball into the strong right-hand passage P2, that is, maximizing the amount of rotation of the operating handle 25 (Figure 1), or operating the game ball launch button 26 (Figure 1), is called the "strong right-hand operation" or simply "strong right-hand," and the operation of guiding the game ball into the weak right-hand passage P1 is called the "weak right-hand operation" or simply "weak right-hand."
[0031] The general prize slots 32 are ball entry slot members that form an entry slot into which game balls can be entered, and multiple such slots are provided on the game board 30. In this embodiment, when a game ball enters a general prize slot 32, 10 game balls are dispensed as prize balls from the payout device 71 (Figure 2).
[0032] The central first start opening 33 is an entry opening member that forms an entry opening into which game balls can be entered. The central first start opening 33 is located in the lower center of the game board 30. In this embodiment, when a game ball enters the central first start opening 33, one game ball is dispensed as a prize ball, and a winning lottery, which will be described later, is performed.
[0033] The second starting port 34 is an entry port member that forms an entry port into which game balls can be entered, and is provided inside the starting port unit 200. In this embodiment, when a game ball enters the second starting port 34, one game ball is dispensed as a prize ball, and a winning lottery, which will be described later, is performed.
[0034] The game board 32 has multiple openings that penetrate in the front-to-back direction. Game balls that enter the general prize slot 32, the central first start slot 33, and the second start slot 34 are guided to the respective openings formed in the game board 32 and sent to the back side of the game board 30.
[0035] The right-side first start port 44 is located on the right side of the game board 30 and is housed inside the start port unit 200. The right-side first start port 44 is composed of a through hole through which a game ball can pass. In this embodiment, when a game ball enters the right-side first start port 44, one game ball is dispensed as a prize ball, and a winning lottery, described later, is performed. An electric mechanism 34a is also provided in the right-side first start port 44.
[0036] The through gate 35 is located below the opening end P1b of the weak right-handed passage P1 and above the ball entry point of the starter unit 200 (the ball entry point 210a of the main passage section 210, which will be described later), and is equipped with a through hole that penetrates vertically. Game balls flowing down from the opening end P1b of the weak right-handed passage P1 pass through the through gate 35 and then enter the ball entry point 210a. In this embodiment, game balls that pass through the through gate enter the ball entry point 210a with 100% probability. The through gate 35 is a through gate that triggers a lottery to open the electric mechanism 34a. Specifically, when a game ball passes through the through gate 35, the main control device 60 performs an internal lottery (electric mechanism opening lottery) triggered by the passage. If the internal lottery results in the electric mechanism opening being won, the electric mechanism 34a transitions to an electric mechanism open state in which it opens in a predetermined manner. Since the through gate 35 is located upstream of the right-side first start opening 44 in the direction of the flow of the game balls, game balls that pass through the through gate 35 can flow down inside the start opening unit 200 and enter the right-side first start opening 44. In this embodiment, even if a game ball passes through the through gate 35, no prize balls are paid out.
[0037] The variable prize entry device 36 is located below the opening end P1b of the strong right-hand passage P2. The variable prize entry device 36 is equipped with a large prize entry opening 36a that leads to the back side of the game board 30, and an opening / closing door 36b that opens and closes the large prize entry opening 36a. Normally, the opening / closing door 36b is in a closed state, preventing game balls from entering the large prize entry opening 36a. If a jackpot is won as a result of an internal lottery (winning lottery) by the main control device 60 and the system transitions to the opening / closing execution mode, the opening / closing door 36b repeatedly switches between an open state, allowing game balls to enter, and a closed state. The opening / closing execution mode is a mode that is entered when a jackpot is won as a result of a winning lottery by the main control device 60 triggered by a ball entering the central first start opening 33, the right first start opening 44, or the second start opening 34, and the opening / closing door 36b repeatedly switches between an open state and a closed state. In other words, if a jackpot is won as a result of the winning lottery based on balls entering the central first start port 33, the system switches to an opening / closing execution mode that allows balls to enter the large prize port 36a of the variable prize port 36. Similarly, if a jackpot is won as a result of the winning lottery based on balls entering the right first start port 44, and if a jackpot is won as a result of the winning lottery based on balls entering the second start port 34, the system also switches to an opening / closing execution mode that allows balls to enter the large prize port 36a of the variable prize port 36. In this embodiment, when a game ball enters the large prize port 36a of the variable prize port 36, 15 game balls are dispensed as prize balls by the payout device 71. Next, the configuration of the start port unit 200 will be described in detail.
[0038] Figure 4 is an explanatory diagram showing the starter unit 200. This figure is a front view of the game board 30. The starter unit 200 comprises a main line passage section 210, a first branch passage section 220 that branches off from the main line passage section 210 and extends downward, a second branch passage section 230 that branches off from the first branch passage section 220 and extends downward, a second starter opening 34, a right-side first starter opening 44, an outlet opening 251 inside the starter unit, and a drop-off opening 252. In this embodiment, the main line passage section 210, the first branch passage section 220, and the second branch passage section 230 are made of a transparent resin material, allowing the player to observe the flow of game balls inside the starter unit 200.
[0039] The main passage section 210 has an entry port 210a at its upper end and a ball discharge port 210b at its lower end, and is a passage through which game balls can flow from the entry port 210a to the ball discharge port 210b. Below the ball discharge port 210b, a second start port 34 is provided. An opening 210c into which game balls can enter is formed in the middle of the main passage section 210, and the upper opening end of the first branch passage section 220 is connected to this opening 210c. This upper opening end of the first branch passage section 220 constitutes the right first start port 44. A detection sensor 67d for the right first start port is provided immediately below the right first start port 44. The detection sensor 67d for the right first start port detects when a game ball enters the right first start port 44.
[0040] The electric mechanism 34a is installed in the opening 210c of the main line passage 210. The electric mechanism 34a can be in an open state (shown as a dashed line in the figure) and a closed state (shown as a solid line in the figure) by moving a roughly rectangular plate in the front-to-back direction in the figure. When the electric mechanism 34a is in the open state, it allows game balls to enter the first branch passage 220, that is, to enter the right-side first start opening 44, and when it is in the closed state, it prohibits game balls from entering the first branch passage 220, that is, to enter the right-side first start opening 44. Game balls that have entered the right-side first start opening 44 proceed downward through the first branch passage 220. On the other hand, game balls that are prohibited from entering the right-side first start opening 44 proceed along the main line passage 210 towards the ball ejection port 210b.
[0041] A game ball distribution device 240 is provided at the point where the first branching passage section 220 branches off to the second branching passage section 230. The game ball distribution device 240 comprises a reciprocating rotating shaft 241 and a distribution piece 242 fixed to the reciprocating rotating shaft 241. As the reciprocating rotating shaft 241a rotates (oscillates) back and forth, the distribution piece 242 is able to reciprocate between a first position Q1 shown by a solid line in the figure and a second position Q2 shown by a dashed line in the figure. Specifically, the reciprocating rotating shaft 241 is connected to a game ball distribution drive unit 241a (see Figure 11), and as the reciprocating rotating shaft 241a is rotated back and forth by the game ball distribution drive unit 241a, the distribution piece 240b reciprocates between the first position Q1 and the second position Q2.
[0042] In this embodiment, the main control device 60 (Figure 11) controls the drive of the game ball distribution drive unit 241a so that the distribution piece 242 repeatedly holds the state in the first position Q1 for 2.0 seconds, and then holds the state in the second position Q2 for 0.1 seconds. As a result, the distribution piece 242 is displaced to the second position Q2 for 0.1 seconds every 2.1 seconds, and remains in the first position Q1 for the remaining 2 seconds.
[0043] Figure 5 is an explanatory diagram showing the flow of game balls when the distribution piece 240b is in the first position Q1. When the distribution piece 242 is in the first position Q1, it can prevent game balls PB from entering the second branching passage 230 and send game balls PB toward the lower end 220a of the first branching passage 220.
[0044] Figure 6 is an explanatory diagram showing the flow of game balls when the distribution piece 240b is in the second position Q2. When the distribution piece 242 is in the second position Q2, it allows game balls PB to enter the second branching passage 230 and can send game balls toward the lower end 230a of the second branching passage 230.
[0045] As shown in Figure 4, an outlet 251 inside the starter unit is provided below the lower end 220a of the first branch passage section 220, and a drop-off opening 252 is provided below the lower end 230a of the second branch passage section 230.
[0046] The outlet 251 inside the starter unit is an entry point into which game balls can enter, and is located inside the starter unit 200. Game balls that enter the outlet 251 inside the starter unit are guided to an opening formed in the game board 32 that penetrates in the front-to-back direction, and are sent to the rear side of the game board 30.
[0047] The drop-off opening 252 is an entry point into which game balls can enter and is located inside the start-up unit 200. When a game ball enters the drop-off opening 252, the lottery mode for the winning draw, which will be described later, is changed from a high-probability mode to a low-probability mode. The game ball that enters the drop-off opening 252 is guided to an opening formed in the game board 32 that penetrates in the front-to-back direction and is sent to the back side of the game board 30.
[0048] With the starter unit 200 configured as described above, the distribution piece 242 is displaced to the second position Q2 by 0.1 seconds every 2.1 seconds. Therefore, with a probability of 0.1 seconds over 2.1 seconds (=1 / 21), a game ball that enters the right-side first starter 44 will enter the drop-off 252. Note that the probability of a game ball entering the right-side first starter 44 and entering the drop-off 252 is not limited to 1 / 21 and may be changed to a probability of another value.
[0049] According to the starting unit 200 configured as described above, game balls that enter the ball entry port 210a will flow along one of the following routes 1 to 3. (i) First route RT1: As shown by the solid line in Figure 7, this is the route through which the game ball PB enters the first start opening 44 on the right side, and then enters the out opening 251 inside the start opening unit. In other words, it is a route through which the ball can enter the first start opening 44 on the right side. (ii) Second route RT2: As shown by the solid line in Figure 8, this is the route in which the game ball PB enters the first starting opening 44 on the right side and then enters the drop-off opening 252. In other words, it is a route in which the ball can enter the first starting opening 44 on the right side and can also enter the drop-off opening 252. (iii) Third route RT3: As shown by the solid line in Figure 9, this is the route through which the game ball PB enters the second starting opening 34. In other words, it is a route through which the ball can enter the second starting opening 34.
[0050] Which of the three routes, RT1 to RT3, will be used is determined by whether the electric mechanism 34a is in an open state when the game ball reaches the position in front of the electric mechanism 34a, and whether the distribution piece 242 of the game ball distribution device 240 is in the first position Q1 or the second position Q2 when the game ball reaches the position in front of the distribution piece 242. Specifically, the game ball PB will flow along the first route RT1 (Figure 7) if the electric mechanism 34a is in an open state when the game ball reaches the position in front of the electric mechanism 34a, and the distribution piece 242 of the game ball distribution device 240 is in the first position Q1 when the game ball reaches the position in front of the distribution piece 242. The game balls PB flow along the second route RT2 (Figure 8) when the electric mechanism 34a is in the open state when the game balls reach the position in front of the electric mechanism 34a, and when the game balls reach the position in front of the distribution piece 242 of the game ball distribution device 240, the distribution piece 242 is in the second position Q2. The game balls PB flow along the third route RT3 (Figure 9) when the electric mechanism 34a is in the closed state when the game balls reach the position in front of the electric mechanism 34a.
[0051] As shown in Figure 3, an outlet 43 is provided at the bottom of the game board 30, and game balls that do not enter the various ball entry points are discharged from the game area PA through the outlet 43.
[0052] Game balls that enter the general prize entry port 32, the central first start port 33, the second start port 34, the start port unit's internal out port 251, the drop port 252, the variable prize entry device 36, and the out port 43 are configured to eventually merge into an discharge passage provided on the back of the game board 30, and an discharge passage detection sensor for detecting game balls is provided in this discharge passage. By detecting game balls with the discharge passage detection sensor, it is possible to determine the number of game balls launched into the game board 30.
[0053] The main display unit 45 includes a special display unit 37, a general display unit 38, and a round display unit 39.
[0054] The special display unit 37 comprises a first symbol display unit 37a and a second symbol display unit 37b. The first symbol display unit 37a and the second symbol display unit 37b are each composed of a segment display device in which a plurality of segment light-emitting units are arranged in a predetermined manner.
[0055] The first symbol display unit 37a is a display unit for displaying the first symbol. The first symbol refers to a symbol that is displayed in a variable or stopped state based on a winning lottery triggered by a game ball entering the first start openings 33 and 44 (the first start opening on the central side 33 and the first start opening on the right side 44). When a winning lottery is held triggered by a game ball entering the first start openings 33 and 44, the first symbol display unit 37a displays the first symbol in a variable state until the segment display unit displays the result of the lottery. When the lottery is completed, the first symbol display unit 37a causes the segment display unit to display the first symbol in a stopped state corresponding to the lottery result.
[0056] The second symbol display unit 37b is a display unit for displaying the second symbol. The second symbol refers to a symbol that is displayed in a variable or stopped state based on a winning lottery triggered by a game ball entering the second start opening 34. When a winning lottery is held triggered by a game ball entering the second start opening 34, the second symbol display unit 37b displays the second symbol in a variable state until the segment display unit displays the result of the lottery. When the lottery is completed, the second symbol display unit 37b causes the segment display unit to display the second symbol stopped, corresponding to the lottery result.
[0057] Here, the time from when the variation display of the first symbol displayed in the first symbol display unit 37a or the second symbol displayed in the second symbol display unit 37b starts until it stops is also called the variation time. Specifically, the time from when the variation display of the first symbol displayed in the first symbol display unit 37a starts until it stops is also called the first variation time, and the time from when the variation display of the second symbol displayed in the second symbol display unit 37b starts until it stops is also called the second variation time.
[0058] The special display unit 37 further includes a first reserve indicator unit 37c and a second reserve indicator unit 37d, both consisting of LED lamps, located adjacent to the first symbol display unit 37a and the second symbol display unit 37b. The first reserve indicator unit 37c displays the number of reserved balls in the first start ports 33 and 44 (central first start port 33 and right first start port 44) by the color and combination of the LED lamps that are lit. In this embodiment, up to four game balls are reserved in total for the two first start ports 33 and 44. The second reserve indicator unit 37d displays the number of reserved balls in the second start port 34 by the color and combination of the LED lamps that are lit. In this embodiment, up to four game balls are reserved in the second start port 34.
[0059] The general display unit 38 is composed of a light-emitting display unit in which multiple LED lamps are arranged in a predetermined manner. When an electric mechanism opening lottery is performed triggered by passing through the through gate 35, the general display unit 38 displays a lit-up, flashing, or predetermined display as the display mode. When the electric mechanism opening lottery is completed, the general display unit 38 displays a predetermined display corresponding to the lottery result.
[0060] The round display unit 39 is composed of a light-emitting display unit in which multiple LED lamps are arranged in a predetermined manner, and displays the number of round games that occur in the opening / closing execution mode, or a corresponding display. A round game is a game in which the opening / closing door 36b remains open until one of the following conditions is met: either a predetermined upper limit duration has elapsed, or a predetermined upper limit number of game balls have entered the variable prize winning device 36. The number of round games varies depending on the type of jackpot that triggered the transition. The round display unit 39 starts displaying the number of round games when the opening / closing execution mode is started, and stops when the opening / closing execution mode ends and a new game round begins.
[0061] Furthermore, the special display unit 37, the general display unit 38, and the round display unit 39 are not limited to being composed of segment displays or LED lamps, but may be composed of various display devices capable of showing the lottery in progress and the lottery results, such as liquid crystal displays, organic EL displays, CRTs, or dot matrix displays.
[0062] The variable display unit 40 is positioned approximately in the center of the game area PA. The variable display unit 40 includes a symbol display device 41. The symbol display device 41 is equipped with a liquid crystal display. The display content of the symbol display device 41 is controlled by the display control device 100. The symbol display device 41 may be replaced with various other display devices, such as a plasma display device, an organic EL display device, or a CRT.
[0063] The symbol display device 41 displays a changing or stopping pattern in accordance with the first symbol display unit 37a when a ball enters the central first start port 33 or the right first start port 44. The symbol display device 41 also displays a changing or stopping pattern in accordance with the second symbol display unit 37b when a ball enters the second start port 34 when a ball enters the second symbol display unit 37b. The symbol display device 41 is not limited to display effects triggered by balls entering the central first start port 33, the right first start port 44, or the second start port 34, but also displays effects during the opening / closing execution mode that is entered when a jackpot is won. The details of the symbol display device 41 will be described below.
[0064] Figure 10 is an explanatory diagram showing the patterns and display surface 41a that are displayed in a variable manner in the pattern display device 41. Figure 10(a) is an explanatory diagram showing the first decorative pattern or the second decorative pattern that are displayed in a variable manner in the pattern display device 41. The first decorative pattern is an image displayed in the pattern display device 41 that corresponds to the first pattern displayed in the first pattern display unit 37a. The second decorative pattern is an image displayed in the pattern display device 41 that corresponds to the second pattern displayed in the second pattern display unit 37b.
[0065] As shown in Figure 10(a), the pattern display device 41 displays a pattern representing the numbers 1 to 8 as either a first decorative pattern or a second decorative pattern. Alternatively, the pattern displayed may include characters or other images attached to each of the numbers 1 to 8.
[0066] Figure 10(b) is an explanatory diagram showing the display surface 41a of the symbol display device 41. As shown in the figure, the display surface 41a displays a main display area MA and a sub-display area SA. The main display area MA may display either the image of the first decorative symbol or the image of the second decorative symbol. Similarly, the sub-display area SA may display either the image of the first decorative symbol or the image of the second decorative symbol, just like the main display area MA. When the image of the first decorative symbol is displayed in the main display area MA, the image of the second decorative symbol is displayed in the sub-display area SA, and when the image of the second decorative symbol is displayed in the main display area MA, the image of the first decorative symbol is displayed in the sub-display area SA. Whether the first or second decorative symbol is displayed in the main display area MA and the sub-display area SA is determined by the state of the game.
[0067] The main display area MA shows three symbol rows Z1, Z2, and Z3, located on the left, center, and right. Each symbol row Z1 to Z3 contains the numbers 1 to 8 as the first or second decorative symbols as shown in Figure 10(a), arranged in ascending or descending numerical order. In addition, each symbol row scrolls periodically from top to bottom or bottom to top in a variable display. As shown in Figure 10(b), after the variable display due to scrolling, one symbol from each symbol row is displayed stopped on the active line L1.
[0068] Specifically, when a game ball enters the first start opening 33, 44 (the central first start opening 33, the right first start opening 44) or the second start opening 34, a variable display is initiated in which the symbols in each symbol row Z1 to Z3 scroll periodically in a predetermined direction. Then, each scrolling symbol switches from a variable display to a standby display in the order of symbol row Z1, symbol row Z3, and symbol row Z2, until finally the predetermined symbols are displayed in each symbol row Z1 to Z3. When the variable display of the symbols ends and the symbols are displayed in a stopped state, if the result of the winning lottery by the main control device 60 is a jackpot win, a predetermined combination of symbols is formed on the active line L1. For example, the same combination of symbols is formed on the active line L1. Note that the appearance of the first decorative symbols and the second decorative symbols in the main display area MA is not limited to the appearance described above. For example, various modes can be adopted for the display of the first and second decorative symbols, such as the number of symbol rows in the main display area MA, the number of active lines, the direction of the symbol variation display in the symbol rows, and the number of symbols in each symbol row.
[0069] The sub-display area SA displays three symbol rows Z4, Z5, and Z6, located on the left, center, and right. Each symbol row Z4 to Z6 contains the numbers 1 to 8 as the first or second decorative symbols shown in Figure 10(a), arranged in ascending or descending numerical order. In addition, each symbol row is displayed as a variable scrolling animation, scrolling periodically from top to bottom or bottom to top. As shown in Figure 10(b), after the scrolling animation, one symbol from each symbol row is displayed stopped on the active line L2.
[0070] Specifically, when a game ball enters the first starting openings 33 and 44 (the central first starting opening 33 and the right first starting opening 44), a variable display begins in which the symbols in each symbol row Z4 to Z6 scroll periodically in a predetermined direction. Then, each scrolling symbol switches from a variable display to a standby display in the order of symbol row Z4, symbol row Z6, and symbol row Z5, until finally the predetermined symbols are displayed in each symbol row Z4 to Z6. When the variable display of the symbols ends and the symbols are displayed in a stopped state, if the result of the winning lottery by the main control device 60 is a jackpot win, a predetermined combination of symbols is formed on the active line L2. For example, the same combination of symbols is formed on the active line L2. Note that the form of the first decorative symbol and the second decorative symbol in the sub-display area SA is not limited to the form described above. For example, various modes can be adopted for the display of the first and second decorative symbols, such as the number of symbol rows in the sub-display area SA, the number of active lines, the direction of the symbol variation display in the symbol rows, and the number of symbols in each symbol row.
[0071] Here, "game round" refers to the period from when the variable display of the first symbol display unit 37a or the second symbol display unit 37b begins, until the variable display ends and the stop display ends, and until the stop display ends. It is one unit of processing in which the results of the winning lottery based on special information obtained based on the ball entering any of the first start gates 33, 44 (central first start gate 33, right first start gate 44) and the second start gate 34 are notified to the player.
[0072] Furthermore, as shown in Figure 10(b), the display surface 41a of the pattern display device 41 displays a first reserve display area Ds1 and a second reserve display area Ds2. The first reserve display area Ds1 displays the number of reserved balls based on balls entering the first start openings 33 and 44 (central first start opening 33 and right first start opening 44). The second reserve display area Ds2 displays the number of reserved balls based on balls entering the second start opening 34. As mentioned above, in this embodiment, the maximum number of reserved game balls that enter the first start openings 33 and 44 (central first start opening 33 and right first start opening 44) and the second start opening 34 is up to four each.
[0073] Furthermore, as shown in Figure 10(b), the display surface 41a includes a first synchronized display unit Sync1 that performs flashing and lighting displays synchronized with the fluctuation and stop displays of the first symbol displayed on the first symbol display unit 37a of the special display unit 37, and a second synchronized display unit Sync2 that performs flashing and lighting displays synchronized with the fluctuation and stop displays of the second symbol displayed on the second symbol display unit 37b of the special display unit 37. Specifically, when the first symbol display unit 37a is showing a fluctuation display, the first synchronized display unit Sync1 flashes, and when the first symbol display unit 37a is showing a stop display, the first synchronized display unit Sync1 lights up. Also, when the second symbol display unit 37b is showing a fluctuation display, the second synchronized display unit Sync2 flashes, and when the second symbol display unit 37b is showing a stop display, the second synchronized display unit Sync2 lights up.
[0074] In this embodiment, the display surface 41a is configured to display the main display area MA, the sub-display area SA, the first synchronized display unit Sync1, and the second synchronized display unit Sync2. However, a configuration in which the display surface 41a does not display some or all of these displays may also be adopted.
[0075] 《1-2》Electrical configuration of a gaming machine: Next, the electrical configuration of the pachinko machine 10 will be explained. In this explanation, the electrical configuration of the pachinko machine 10 will be described using a block diagram.
[0076] Figure 11 is a block diagram showing the electrical configuration of the pachinko machine 10. The pachinko machine 10 is mainly composed of a main control device 60, and also includes a sound and light emission control device 90 and a display control device 100.
[0077] The main control device 60 includes a main control board 61 that is responsible for the main control of the game. The main control board 61 includes an MPU 62 composed of elements with multiple functions. The MPU 62 includes a CPU (not shown) that executes various control programs, a ROM 63 that stores various control programs and fixed value data, and a RAM 64 which is a memory for temporarily storing various data when executing programs stored in the ROM 63. In addition, the MPU 62 includes interrupt circuits, timer circuits, data input / output circuits, and a counter circuit as a random number generator. Some of the functions of the MPU 62 may be provided by other elements. Details of the various areas provided in the ROM 63 and RAM 64 will be described later.
[0078] The main control board 61 is provided with input ports (not shown) and output ports (not shown). The input ports of the main control board 61 are connected to the dispensing control device 70 and the power outage monitoring circuit 86 provided on the power supply unit 85. The main control board 61 receives a stable 24V DC power supply from the power supply unit 85 via the power outage monitoring circuit 86. The power supply unit 85 is connected to the commercial power supply as an external power source, and converts the external power supplied from the commercial power supply into the operating power required by the main control device 60, the dispensing control device 70, etc., and supplies power to each device. The power supply unit 85 is also equipped with a capacitor (not shown) and continues to supply power to each device for a predetermined period of time in the event of a power outage or when the power switch 88 (Figure 2) is turned OFF.
[0079] Furthermore, various detection sensors 67a to 67g are connected to the input ports of the main control board 61. Specifically, multiple detection sensors are connected to various ball entry points such as the general prize entry point 32, the central first start point 33, the second start point 34, the right first start point 44, the drop-off point 252, the through gate 35, and the variable prize entry device 36. Based on signals from the various detection sensors 67a to 67g, the MPU 62 of the main control board 61 determines whether or not a game ball flowing down the game area PA has entered each entry point, and whether or not a game ball has passed through the through gate 35. In addition, the MPU 62 performs a winning lottery based on the entry of game balls into the first start points 33 and 44 (central first start point 33, right first start point 44) and the second start point 34, and performs an electric prize opening lottery based on the entry of a ball into the through gate 35.
[0080] In this embodiment, a detection sensor (not shown) is also provided in the start port unit 200, specifically in the start port unit's internal outlet 251. This detection sensor is also connected to the input port of the main control board 61, and the MPU 62 of the main control board 61 can determine, based on the signal from the detection sensor, whether or not a game ball flowing down the game area PA has entered the start port unit's internal outlet 251. By providing a configuration that allows for the determination of whether or not a game ball has entered the start port unit's internal outlet 251, it is possible to detect a jam of game balls in the first branch passage section 220 connecting the opening 210c and the start port unit's internal outlet 251. Specifically, if the entry of a game ball into the right-side first start port 44 is detected based on a signal from the detection sensor 67d for the right-side first start port, and then the entry of a game ball is not detected by either the detection sensor for the second start port or the detection sensor for the out port 251 inside the start port unit, it can be determined that a game ball has jammed somewhere along the first branch passage 220.
[0081] The output ports of the main control board 61 are connected to the variable prize drive unit 36c, which opens and closes the opening and closing door 36b of the variable prize device 36; the electric mechanism drive unit 34b, which opens and closes the electric mechanism 34a of the right-side first start opening 44; the game ball distribution drive unit 241a, which moves the distribution piece 240b of the game ball distribution device 240 back and forth between the first position Q1 and the second position Q2; and the main display unit 45. The main control board 61 is provided with various driver circuits, and the MPU 62 performs drive control of the various drive units through these driver circuits.
[0082] Specifically, in the opening / closing execution mode, the MPU 62 controls the drive of the variable prize drive unit 36c so that the opening / closing door 36b is opened and closed. Also, if the result of the electric mechanism opening lottery is to win the electric mechanism opening, the MPU 62 controls the drive of the electric mechanism drive unit 34b so that the electric mechanism 34a is opened. In each game round, the MPU 62 controls the display of the first symbol display unit 37a or the second symbol display unit 37b in the main display unit 45. Also, if the type of jackpot is determined in the opening / closing execution mode and the number of round games to be played in the opening / closing execution mode is determined, the MPU 62 controls the display of the round display unit 39 in the main display unit 45.
[0083] Furthermore, the output ports of the main control board 61 are connected to the payout control device 70 and the sound and light emission control device 90. For example, the main control device 60 sends a prize ball command to the payout control device 70 based on the prize entry determination result. When the main control device 60 sends a prize ball command, the MPU 62 of the main control board 61 refers to the command information storage area 63g of the ROM 63. Specifically, if a ball is determined to have entered the general prize entry 32, the main control device 60 sends a prize ball command corresponding to the payout of 10 game balls; if a ball is determined to have entered the first start 33 or 44, the main control device 60 sends a prize ball command corresponding to the payout of 1 game ball; and if a ball is determined to have entered the second start 34, the main control device 60 sends a prize ball command corresponding to the payout of 1 game ball. Based on the prize ball command received from the main control device 60, the payout control device 70 controls the payout device 71 to pay out prize balls.
[0084] A launch control device 80 is connected to the payout control device 70. The launch control device 80 controls the launch of the game ball launching mechanism 81. The game ball launching mechanism 81 is driven when predetermined launching conditions are met. An operating handle 25 and a game ball launch button 26 are also connected to the launch control device 80.
[0085] The audio and light emission control device 90 receives various commands transmitted from the main control device 60 and executes processing corresponding to the received commands. When the main control device 60 transmits various commands, it refers to the command information storage area 63g of the ROM 63. Details of these various commands will be described later.
[0086] In addition, the sound and light emission control device 90 controls the operation of various lamps 47, such as LEDs, and the speaker 46, which are light-emitting means arranged on the front door frame 14, based on various commands received from the main control device 60, and also controls the display control device 100. Furthermore, the sound and light emission control device 90 is connected to a performance operation button 24, and when the performance operation button 24 is operated by the player at a predetermined timing, the sound and light emission control device 90 controls the various lamps 47, speaker 46, display control device 100, etc., to perform a game performance that reflects that operation.
[0087] The display control device 100 executes display control of the symbol display device 41 based on various commands received from the sound and light emission control device 90. Specifically, the display control device 100 grasps the variation time of the symbols on the symbol display device 41 and the type of symbol combination to be finally stopped and displayed, as well as whether or not a reach has occurred, the content of the reach performance, and the content of the pre-announcement performance to be performed in each game round. In this embodiment, the stop time, which is the time that the symbol combination is stopped and displayed, is constant. Therefore, by determining the variation time, the unit game time, which is the time required for one game round, is uniquely determined. The electrical configuration of the pachinko machine 10 has been described above.
[0088] Figure 12 is an explanatory diagram showing the contents of various counters used for winning draws and other purposes. The various counter information is used when the MPU 62 performs winning draws, sets the display on the main display unit 45, and sets the display of symbols on the symbol display device 41. Specifically, the winning random number counter C1 is used for winning draws. The winning type counter C2 is used to determine whether or not to generate a reach when the symbol sequence to be displayed on the symbol display device 41 is changed to a losing sequence. The reach random number counter C3 is used to determine whether or not to generate a reach.
[0089] The initial random number counter CINI is used to set the initial value of the winning random number counter C1. In addition, the variation type counter CS is used to determine the variation time in the first symbol display section 37a and the second symbol display section 37b of the main display section 45, and in the symbol display device 41. Furthermore, the electric mechanism opening counter C4 is used for the electric mechanism opening lottery to determine whether or not to open the electric mechanism 34a of the right first start opening 44.
[0090] Each counter C1-C4, CINI, and CS is a loop counter in which 1 is added to the counter value each time it is updated, and the value returns to 0 after reaching the maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in the lottery counter buffer 64a set in a predetermined area of RAM 64.
[0091] The RAM 64 is provided with a hold information storage area 64b and a judgment processing execution area 64c. The hold information storage area 64b is provided with a first hold area Ra and a second hold area Rb. In this embodiment, when a game ball enters the central first start opening 33 or the right first start opening 44, the values of the winning random number counter C1, the jackpot type counter C2, and the reach random number counter C3 at the time of entry are stored chronologically in the first hold area Ra of the hold information storage area 64b. Also, when a game ball enters the second start opening 34, the values of the winning random number counter C1, the jackpot type counter C2, and the reach random number counter C3 at the time of entry are stored chronologically in the second hold area Rb of the hold information storage area 64b.
[0092] This section explains the details of the winning random number counter C1. As mentioned above, the winning random number counter C1 is used in the lottery. The winning random number counter C1 is configured to increment by 1 sequentially within the range of 0 to 1199, and then return to 0 after reaching the maximum value. When the winning random number counter C1 completes one cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the winning random number counter C1. The random number initial value counter CINI is a loop counter similar to the winning random number counter C1 (value = 0 to 1199).
[0093] The winning random number counter C1 is updated periodically, and when a game ball enters the first starting gate (the central first starting gate 33 and the right first starting gate 44), the updated value is stored in the first reserve area Ra of the reserve information storage area 64b at the time of the ball's entry, and when a game ball enters the second starting gate 34, the updated value is stored in the second reserve area Rb of the reserve information storage area 64b at the time of the ball's entry.
[0094] The value of the winning random number counter C1 stored in the first holding area Ra is moved to the first execution area of the judgment processing execution area 64c, where it is compared with the win / loss table stored in the win / loss table storage area 63a of ROM 63 to determine whether or not it is a jackpot. Similarly, the value of the winning random number counter C1 stored in the second holding area Rb is moved to the second execution area of the judgment processing execution area 64c, where it is compared with the win / loss table stored in the win / loss table storage area 63a of ROM 63 to determine whether or not it is a jackpot.
[0095] In the pachinko machine 10 of this embodiment, when a game ball enters the first start openings 33 and 44 (the first start opening on the central side 33 and the first start opening on the right side 44), the value of the winning random number counter C1 stored in the first reserve area Ra is moved to the first execution area of the judgment processing execution area 64c, and compared with the win / loss table stored in the win / loss table storage area 63a of the ROM 63 to determine whether or not it is a jackpot. The same process is performed in parallel when a game ball enters the second start opening 34, and the value of the winning random number counter C1 stored in the second reserve area Rb is moved to the second execution area of the judgment processing execution area 64c, and compared with the win / loss table stored in the win / loss table storage area 63a of the ROM 63 to determine whether or not it is a jackpot. In the following, the pachinko machine 10 of this embodiment, which can perform in parallel the determination process of whether or not a jackpot will be hit when a game ball enters the first starting openings 33 and 44, and the determination process of whether or not a jackpot will be hit when a game ball enters the second starting opening 34, and can also perform the variable display of the first symbol display unit 37a and the variable display of the second symbol display unit 37b in parallel (simultaneously), will also be called a simultaneous variable display machine.
[0096] In the following explanation, a game (also called a game round) triggered by a game ball entering the first starting gates 33 and 44 will be referred to as a first starting gate game round, and a game (also called a game round) triggered by a game ball entering the second starting gate 34 will be referred to as a second starting gate game round.
[0097] Next, we will explain the details of the jackpot type counter C2. The jackpot type counter C2 is used to determine the type of jackpot. The jackpot type counter C2 is configured to increment by 1 sequentially within the range of 0 to 99, and then return to 0 after reaching the maximum value.
[0098] The jackpot type counter C2 is updated periodically. When a game ball enters the first starting port 33 or 44, the updated value is stored in the first reserve area Ra of the reserve information storage area 64b at the time of entry. When a game ball enters the second starting port 34, the updated value is stored in the second reserve area Rb of the reserve information storage area 64b at the time of entry.
[0099] As described above, the MPU 62 performs a lottery using the value of the winning random number counter C1 stored in the judgment processing execution area 64c, and if the result of the lottery is a jackpot, it determines the type of jackpot using the value of the jackpot type counter C2 stored in the judgment processing execution area 64c. Furthermore, the MPU 62 uses the values of the winning random number counter C1 and the jackpot type counter C2 to determine the display mode of the segment displays to be stopped and displayed on the first symbol display unit 37a and the second symbol display unit 37b. In making this determination, the stop result table stored in the stop result table storage area 63f of the ROM 63 is referenced.
[0100] Next, we will explain the details of the reach random number counter C3. The reach random number counter C3 is used to determine whether or not a reach occurs when the result of the winning lottery is not a jackpot. The reach random number counter C3 is configured to increment by 1 sequentially within the range of 0 to 238, and then return to 0 after reaching the maximum value.
[0101] The reach random number counter C3 is updated periodically, and its updated value is stored in the first reserve area Ra of the reserve information storage area 64b when a game ball enters the first start opening 33 or 44, and in the second reserve area Rb of the reserve information storage area 64b when a game ball enters the second start opening 34. The value of the reach random number counter C3 stored in the first reserve area Ra is moved to the judgment processing execution area 64c, where it is compared with the reach judgment table stored in the reach judgment table storage area 63c of the ROM 63 to determine whether or not a reach occurs. The value of the reach random number counter C3 stored in the second reserve area Rb is moved to the judgment processing execution area 64c, where it is compared with the reach judgment table stored in the reach judgment table storage area 63c of the ROM 63 to determine whether or not a reach occurs. However, if the result of the winning lottery is a jackpot and the system transitions to the opening / closing execution mode, the MPU62 determines that a reach has occurred regardless of the value of the reach random number counter C3.
[0102] A "reach" refers to a display state in which, among the multiple rows of symbols displayed on the display screen of the symbol display device 41, some combinations of symbols that have the potential to form a winning combination are displayed stopped, and in that state, the remaining rows of symbols are displayed in a variable pattern. In this embodiment of the pachinko machine 10, a winning combination of symbols refers to a combination of identical symbols on a predetermined active line. For example, in the main display area MA of the display surface 41a in Figure 10(b), a symbol is first displayed stopped in symbol row Z1, then the same symbol as in Z1 is displayed stopped in symbol row Z3, forming a reach line, and in this state where the reach line is formed, the symbols in symbol row Z2 are displayed in a variable pattern, resulting in a reach. If a jackpot occurs, the same symbols that form the reach line are displayed stopped in symbol row Z2.
[0103] Furthermore, the reach includes a reach animation in which, with a reach line formed, the remaining symbol rows are displayed with symbol variations, and a predetermined character or the like is displayed as an animation on the background screen, or a reach animation in which the combination of symbols forming the reach line is displayed in a reduced size or hidden, and a predetermined character or the like is displayed as an animation on almost the entire display surface 41a. In addition, the decision of whether or not to display a pre-announcement using a predetermined image such as a predetermined character when a reach animation is being performed or before the reach display may be made using a reach random number counter C3 or other counters.
[0104] Next, the details of the variation type counter CS will be explained. The variation type counter CS is used in the MPU 62 to determine the variation time in the first symbol display unit 37a and the second symbol display unit 37b, and the variation time of the symbols in the symbol display device 41. The variation type counter CS is configured to be incremented by 1 sequentially within the range of 0 to 198, and to return to 0 after reaching the maximum value.
[0105] The variation type counter CS is updated once each time the normal processing described later is executed, and is repeatedly updated even within the remaining time of the normal processing. The buffer value of the variation type counter CS is acquired when determining the variation pattern at the start of variation display in the first symbol display unit 37a or the second symbol display unit 37b and when determining the variation pattern at the start of variation of the symbols by the symbol display device 41. When determining the variation time in the first symbol display unit 37a and the second symbol display unit 37b, the variation time table stored in the variation time table storage area 63d of the ROM 63 is used.
[0106] Next, the details of the electric mechanism release counter C4 will be explained. The electric mechanism release counter C4 is configured to increment by 1 sequentially within the range of 0 to 465, and then return to 0 after reaching the maximum value. The electric mechanism release counter C4 is updated periodically and stored in the electric mechanism reserve area 64d of the RAM 64 when a game ball enters the through gate 35. Then, at a predetermined timing, the value of the electric mechanism release counter C4 stored in the electric mechanism reserve area 64d is moved to the electric mechanism execution area 64e, and in the electric mechanism execution area 64e, a lottery (hereinafter referred to as the electric mechanism release lottery) is held to determine whether or not to control the electric mechanism 34a to the open state using the value of the electric mechanism release counter C4. Specifically, in the electric mechanism execution area 64e, the value of the electric mechanism release counter C4 is compared with the win / fail table (win / fail table for electric mechanism release lottery) stored in the mechanism lottery table storage area 63e of the ROM 63, and it is determined whether or not to control the electric mechanism 34a to the open state.
[0107] Furthermore, at least one of the acquired values of the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric mechanism release counter C4 corresponds to special information in this invention. Also, at least one of the values of the winning random number counter C1, the jackpot type counter C2, and the reach random number counter C3 stored in the first reserve area Ra and the second reserve area Rb is also called reserve information.
[0108] Next, the win / loss table will be explained. The win / loss table is table data used to compare with the win random number counter C1 when a win lottery is conducted based on the win random number counter C1. The pachinko machine 10 has two lottery modes for the win lottery: a low probability mode and a high probability mode. When a win lottery is conducted in the low probability mode, the win / loss table for the low probability mode is referenced, and when a win lottery is conducted in the high probability mode, the win / loss table for the high probability mode is referenced. The high probability mode (also called the high probability game state) is a game state that is started by winning a jackpot, and refers to a game state in which the probability of winning a jackpot in the win lottery is relatively higher than in the low probability mode. Furthermore, in this embodiment, the pachinko machine 10 stores, as separate table data, a win / loss table for comparing with the winning random number counter C1 stored in the first reserve area Ra of the reserve information storage area 64b when a game ball enters the first start openings 33 and 44, and a win / loss table for comparing with the winning random number counter C1 stored in the second reserve area Rb of the reserve information storage area 64b when a game ball enters the second start opening 34. Specifically, the pachinko machine 10 stores four win / loss tables in the win / loss table storage area 63a of the ROM 63: a win / loss table for the first start opening (low probability mode), a win / loss table for the first start opening (high probability mode), a win / loss table for the second start opening (low probability mode), and a win / loss table for the second start opening (high probability mode).
[0109] Figure 13 is an explanatory diagram showing the contents of the win / loss table for the first starting gate. Figure 13(a) shows the win / loss table for the first starting gate (for low probability mode), and Figure 13(b) shows the win / loss table for the first starting gate (for high probability mode).
[0110] As shown in Figure 13(a), the win / loss table for the first starting gate (for low probability mode) has four values set as the winning random number counter C1 values, ranging from 0 to 3. Of the values ranging from 0 to 1199, any values other than these four (4 to 1199) are considered losses.
[0111] On the other hand, as shown in Figure 13(b), the win / loss table for the first starting gate (for high probability mode) has 20 values set from 0 to 19 as the value of the winning random number counter C1 for a big win. In addition, 40 values set from 20 to 59 are set as the value of the winning random number counter C1 for a special small win, and 1140 values set from 60 to 1199 are set as the value of the winning random number counter C1 for a normal small win.
[0112] Here, a "minor win" is a result that serves as a trigger for transitioning to the opening / closing execution mode in which the variable prize entry device 36 is opened and closed, but does not serve as a trigger for transitioning to the lottery mode described later, and furthermore, the number of round games that occur in the opening / closing execution mode is limited to one. In this embodiment, there are two types of minor wins: a normal minor win and a special minor win (premium minor win). A special minor win is a minor win that can serve as a trigger for transitioning the support mode from a high-frequency support mode to a low-frequency support mode. The opening time of the door 36b of the variable prize entry device 36 for one opening / closing operation during a minor win is 0.1 seconds.
[0113] A "miss" result does not trigger a transition to the opening / closing execution mode, nor does it trigger a transition to the lottery mode or support mode. In this embodiment, the success / failure table for the first start gate (for high probability mode) shown in Figure 13(b) does not have any values set to result in a "miss".
[0114] In this embodiment, the set of values for the winning random number counter C1 that are set as jackpots in the win / loss table for the first starting gate (for low probability mode) are included in the set of values for the winning random number counter C1 that are set as jackpots in the win / loss table for the first starting gate (for high probability mode). However, if the probability of hitting a jackpot is higher in the high probability mode than in the low probability mode as a result of the winning lottery, the number and value of the random numbers set as jackpots are arbitrary.
[0115] Figure 14 is an explanatory diagram showing the contents of the success / failure table for the second starting gate. Figure 14(a) shows the success / failure table for the second starting gate (for low probability mode), and Figure 14(b) shows the success / failure table for the second starting gate (for high probability mode).
[0116] As shown in Figure 14(a), the win / loss table for the second starting gate (for low probability mode) has four values set from 0 to 3 as the winning random number counter C1 values that result in a jackpot. Of the values from 0 to 1199, any values other than these four (4 to 1199) are losses. On the other hand, as shown in Figure 14(b), the win / loss table for the second starting gate (for high probability mode) has twenty values set from 0 to 19 as the winning random number counter C1 values that result in a jackpot. Of the values from 0 to 1199, any values other than these twenty (20 to 1199) are losses. Thus, in high probability mode, the probability of winning a jackpot in the winning lottery is higher than in low probability mode.
[0117] Furthermore, in this embodiment, the set of values for the winning random number counter C1 that are set as jackpots in the win / loss table for the second starting gate (for low probability mode) are included in the set of values for the winning random number counter C1 that are set as jackpots in the win / loss table for the second starting gate (for high probability mode). However, if the probability of winning a jackpot is higher in the high probability mode than in the low probability mode as a result of the winning lottery, the number and value of the random numbers set as jackpots are arbitrary.
[0118] Next, we will explain the types of jackpots. The pachinko machine 10 can be configured with multiple types of jackpots. Specifically, multiple types of jackpots can be configured by, for example, differentiating between the following three modes or configurations. (1) Mode of opening and closing control of the variable prize winning device 36 in opening and closing execution mode (2) Lottery mode for the winning draw after the opening / closing execution mode has ended (3) Support mode of the electric device 34a of the right first start port 44 after the opening / closing execution mode has finished.
[0119] The pachinko machine 10 can be configured to have two modes of opening and closing control for the variable prize-winning device 36 in the (1) opening and closing execution mode described above: a high-frequency prize-winning mode and a low-frequency prize-winning mode, such that the frequency of balls entering the variable prize-winning device 36 from the start to the end of the opening and closing execution mode is relatively high or low. For example, in the high-frequency prize-winning mode, the opening and closing door 36b is opened and closed multiple times (for example, 16 times) from the start to the end of the opening and closing execution mode, and each opening can be configured to continue until 30 seconds have elapsed or until 10 balls have entered the opening and closing door 36b. On the other hand, in the low-frequency prize-winning mode, the opening and closing door 36b is opened and closed twice from the start to the end of the opening and closing execution mode, and each opening can be configured to continue until 0.2 seconds have elapsed or until 6 balls have entered the opening and closing door 36b.
[0120] When the player operates the control handle 25, the game ball launching mechanism 81 is driven and controlled so that one game ball is launched towards the game area PA every 0.6 seconds. In the above specific example, in the low-frequency winning mode, the opening time of one opening / closing door 36b is 0.2 seconds. In other words, in the low-frequency winning mode, the opening time of one opening / closing door 36b is shorter than the game ball launching cycle. Therefore, virtually no game balls enter the game area in the opening / closing execution mode that applies to the low-frequency winning mode. However, it is also possible to set the game area to allow game balls to enter even in the opening / closing execution mode that applies to the low-frequency winning mode.
[0121] The number of times the opening and closing of the opening / closing door 36b, the maximum opening time per opening, and the maximum number of balls per opening are all arbitrary, as long as the frequency of balls entering the variable prize device 36 during the period from the start to the end of the opening / closing execution mode is higher in the high-frequency prize mode than in the low-frequency prize mode. Specifically, the high-frequency prize mode should have more opening and closing times, a longer maximum opening time per opening, or a larger maximum number of balls per opening than the low-frequency prize mode. To clearly distinguish between the high-frequency and low-frequency prize modes, the opening / closing execution mode of the low-frequency prize mode may be configured so that balls do not enter the variable prize device 36 in practice.
[0122] The pachinko machine 10 can be configured to have two modes for the lottery mode after the opening / closing execution mode described above: a high-probability mode in which a high-probability win / loss table is used as the win / loss table for the lottery, and a low-probability mode in which a low-probability win / loss table is used as the win / loss table for the lottery. As explained with reference to Figures 13 and 14, the probability of winning a jackpot is higher when the lottery is conducted using the high-probability win / loss table compared to when the lottery is conducted using the low-probability win / loss table.
[0123] In the pachinko machine 10, as a support mode for the electric mechanism 34a of the right first start port 44 after the completion of the (3) opening / closing execution mode described above, a high-frequency support mode and a low-frequency support mode can be set so that the frequency at which the electric mechanism 34a of the right first start port 44 is in an open state per unit time is relatively high or low when compared to a situation in which game balls continue to be launched in a similar manner toward the game area PA.
[0124] Specifically, the probability of winning the electric mechanism opening lottery using the electric mechanism opening counter C4 differs between the high-frequency support mode and the low-frequency support mode. In the high-frequency support mode, the probability of winning the electric mechanism opening lottery is higher than in the low-frequency support mode. In addition, in the high-frequency support mode, the opening time of the electric mechanism 34a when the electric mechanism opening is won may be set to be longer than in the low-frequency support mode.
[0125] Although not adopted in this embodiment, in high-frequency support mode, the number of times the electric mechanism 34a opens when an electric mechanism opening is won may be set to be greater than in low-frequency support mode. Furthermore, the opening time of the electric mechanism 34a may be set to be longer. Also, in high-frequency support mode, when an electric mechanism opening is won and the electric mechanism 34a opens multiple times, the closing time from the end of one opening state to the start of the next opening state may be set to be shorter than the opening time of one. Furthermore, in high-frequency support mode, the time secured from one electric mechanism opening lottery to the next electric mechanism opening lottery may be set to be relatively shorter than in low-frequency support mode.
[0126] As described above, in high-frequency support mode, the probability of a ball entering the right-side first start opening 44 is higher than in low-frequency support mode. In other words, high-frequency support mode functions as an auxiliary game state that assists in fulfilling the conditions for acquiring special information.
[0127] In this embodiment, if the result of the lottery is a jackpot, the jackpot type is assigned using the jackpot type counter C2. The assignment of jackpot types corresponding to the value of the jackpot type counter C2 is stored as an assignment table in the assignment table storage area 63b of the ROM 63.
[0128] Figure 15 is an explanatory diagram showing the contents of the distribution table. Figure 15(a) shows the distribution table for the first starting gate, and Figure 15(b) shows the distribution table for the second starting gate. The distribution table for the first starting gate is referenced when drawing winning tickets based on the entry of game balls into the first starting gate 33, and the distribution table for the second starting gate is referenced when drawing winning tickets based on the entry of game balls into the second starting gate 34.
[0129] As shown in the distribution table for the first starting gate in Figure 15(a), the distribution table for the first starting gate has the following jackpot types set based on the number of game balls entering the first starting gate 33: 16R probability variation jackpot, 8R probability variation jackpot, and 8R normal jackpot.
[0130] 16R probability variation jackpots and 8R probability variation jackpots are jackpots in which the opening and closing control of the variable prize entry device 36 in the opening and closing execution mode is in high-frequency prize entry mode, the lottery mode for the jackpot lottery after the end of the opening and closing execution mode (hereinafter also simply referred to as "lottery mode") is in high-probability mode, and the support mode after the end of the opening and closing execution mode is in high-frequency support mode. The difference between 16R probability variation jackpots and 8R probability variation jackpots is the number of times the opening and closing doors 36b of the variable prize entry device 36 are opened in the opening and closing execution mode: 16R probability variation jackpots are opened 16 times (16 rounds), and 8R probability variation jackpots are opened 8 times (8 rounds).
[0131] An 8R regular jackpot is a jackpot in which the opening and closing control of the variable prize entry device 36 in the opening and closing execution mode is in high-frequency prize entry mode, the lottery mode after the end of the opening and closing execution mode is in low-probability mode, and the support mode after the end of the opening and closing execution mode is in high-frequency support mode. In an 8R regular jackpot, the number of times the opening and closing door 36b of the variable prize entry device 36 is opened is 8 times (8 rounds).
[0132] In the distribution table for the first starting gate, among the values of the jackpot type counter C2 from "0 to 99", "0 to 54" correspond to 16R probability variation jackpots, "55 to 69" correspond to 8R probability variation jackpots, and "70 to 99" correspond to 8R regular jackpots.
[0133] As described above, the pachinko machine 10 of this embodiment has three types of jackpots. Therefore, the types of jackpots are diverse. When comparing these three types of jackpots, the degree of advantage for the player is highest for the 16R probability variation jackpot, followed by the 8R probability variation jackpot, and finally the 8R normal jackpot. By having multiple types of jackpots with different degrees of advantage for the player in this way, monotony in the game is suppressed and the player's attention is increased. It should be noted that the types of jackpots do not have to be limited to the three types described above; there can be two or four types. For example, the configuration could include four types of jackpots: 16R probability variation jackpot, 8R probability variation jackpot, 16R normal jackpot, and 8R normal jackpot.
[0134] As shown in the distribution table for the second starting gate in Figure 15(b), the distribution table for the second starting gate has the following jackpot types set based on the number of game balls entering the second starting gate 34: 16R probability variation jackpot, 8R probability variation jackpot, and 8R normal jackpot. In the distribution table for the second starting gate, of the values of the jackpot type counter C2 from "0 to 99", "0 to 64" corresponds to the 16R probability variation jackpot, "65 to 69" corresponds to the 8R probability variation jackpot, and "70 to 99" corresponds to the 8R normal jackpot. This usually corresponds to a big win.
[0135] Thus, in the pachinko machine 10 of this embodiment, the distribution of the type of jackpot when a jackpot is won differs depending on whether the jackpot is won based on balls entering the first start port 33 or balls entering the second start port 34, and a clear difference in the advantage for the player is provided.
[0136] If the winning lottery results in a loss, the machine will not switch to the opening / closing execution mode, and neither the lottery mode nor the support mode will change. In the distribution of the type of jackpot, if it is a 16-probability jackpot or an 8-round probability jackpot, as explained earlier, the lottery mode after the opening / closing execution mode ends will be the high-probability mode. This high-probability mode will continue until the next winning lottery results in a jackpot, or until a game ball enters the drop-off opening 252 provided in the start-up unit 200.
[0137] As described above, the MPU 62 performs a lottery using the value of the winning random number counter C1 stored in the execution area AE, and determines the type of jackpot using the value of the jackpot type counter C2 stored in the execution area AE. Furthermore, the MPU 62 uses these values of the winning random number counter C1 and the jackpot type counter C2 to determine the display mode of the segment displays to be stopped and displayed on the first symbol display unit 37a and the second symbol display unit 37b. In making this determination, the stop result table stored in the stop result table storage area 63f of the ROM 63 is referenced.
[0138] Next, we will explain the table used for determining whether a reach has occurred (hereinafter referred to as the "reach determination success / failure table"). The reach determination success / failure table is table data used to compare with the value of the reach random number counter C3 when determining whether a reach has occurred based on the value of the reach random number counter C3.
[0139] Figure 16 is an explanatory diagram showing the win / loss table for determining a reach. As shown in Figure 16, the win / loss table for determining a reach has 20 values set from 0 to 19 out of the values of the reach random number counter C3 from 0 to 399 that result in a reach. Values other than these 20 values (20 to 399) are set as losses, i.e., values that do not result in a reach. In other words, in a situation where a big win is not achieved in the winning lottery, the probability of achieving a reach is 1 / 20.
[0140] The pachinko machine 10 of this embodiment is equipped with five win / loss tables for determining a reach, each with a different probability of winning a reach depending on the total number of reserved game balls, which is the sum of the number of reserved game balls that entered the first start port 33 and the number of reserved game balls that entered the second start port 34. The win / loss table shown in Figure 16 is for cases where the total number of reserved game balls is 4 or more, and the five win / loss tables for determining a reach, including this table, show that the probability of winning a reach increases as the total number of reserved game balls decreases. For example, when the total number of reserved game balls is 3, the probability of winning a reach is approximately 1 / 11; when the total number of reserved game balls is 2, the probability of winning a reach is approximately 1 / 10; when the total number of reserved game balls is 1, the probability of winning a reach is approximately 1 / 9; and when the total number of reserved game balls is 0, the probability of winning a reach is approximately 1 / 6. Note that the number of win / loss tables for determining a reach is not limited to 5, but may be 2, 3, 4, 6 or more. In short, there can be multiple tables for determining whether a reach is possible, and any configuration is acceptable as long as the probability of winning a reach increases as the total number of reserved balls decreases.
[0141] Figure 17 is an explanatory diagram showing the contents of the win / loss table (win / loss table for electric mechanism opening lottery) used when executing the electric mechanism opening lottery.
[0142] Figure 17(a) shows the win / loss table for the electric mechanism opening lottery (for low-frequency support mode) used in low-frequency support mode. As shown in Figure 17(a), the win / loss table for the electric mechanism opening lottery (for low-frequency support mode) has two values set for the electric mechanism opening counter C4, 0 and 1, which result in a win when the electric mechanism is opened. There are 464 values set for the electric mechanism opening counter C4, from 2 to 465, which result in a loss. In other words, when a game ball passes through the through gate 35 and the electric mechanism opening lottery is executed in low-frequency support mode, there is a 1 / 233 probability of winning the electric mechanism opening. In the pachinko machine 10 of this embodiment, when the electric mechanism opening is won in low-frequency support mode, the electric mechanism 34a opens once, and the opening time is 1.4 seconds.
[0143] Figure 17(b) shows the win / fail table for the electric mechanism opening lottery (for high-frequency support mode) used in high-frequency support mode. As shown in Figure 17(b), the win / fail table for the electric mechanism opening lottery (for high-frequency support mode) has 462 values set from 0 to 461 for the electric mechanism opening counter C4, which results in a win when the electric mechanism is opened. There are 4 values set from 462 to 465 for the electric mechanism opening counter C4, which results in a loss. In other words, when a game ball passes through the through gate 35 and the electric mechanism opening lottery is executed in high-frequency support mode, there is a 231 / 233 probability of winning the electric mechanism opening. In the pachinko machine 10 of this embodiment, when the electric mechanism opening is won in high-frequency support mode, the electric mechanism 34a opens once, and the opening time is 0.5 seconds.
[0144] In this way, the win / loss table for the electric mechanism opening lottery is set so that the probability of a game ball entering the right-side first start opening 44 is higher in the high-frequency support mode than in the low-frequency support mode.
[0145] (1-3) Electrical configuration of the sound and light emission control device and the display control device: Next, the electrical configuration of the sound and light emission control device 90 and the display control device 100 will be described.
[0146] Figure 18 is a block diagram mainly showing the electrical configuration of the sound and light emission control device 90 and the display control device 100. Note that some components, such as the power supply unit 85 (Figure 11), are omitted. The sound and light emission control board 91 provided in the sound and light emission control device 90 is equipped with an MPU 92. The MPU 92 is an element that incorporates a CPU, ROM 93, RAM 94, interrupt circuit, timer circuit, data input / output circuit, etc.
[0147] ROM93 stores various control programs, fixed value data, tables, etc., that are executed by MPU92. For example, parts of ROM93 are provided with a performance pattern table storage area 93a, a variable display pattern table storage area 93b, a reach distribution table storage area 93c, etc. Details of these will be described later.
[0148] RAM94 is memory for temporarily storing various data when executing the control program stored in ROM93. For example, a portion of the RAM94 area is provided with various flag storage areas 94a, various counter areas 94b, a lottery counter area 94c, etc. Note that it is not a requirement for ROM93 and RAM94 to be integrated into a single chip for the MPU92; they may be configured as separate chips.
[0149] The MPU92 is equipped with both input and output ports. The input side of the MPU92 is connected to the main control unit 60 and the performance control buttons 24. The MPU92 receives various commands from the main control unit 60. The output side of the MPU92 is connected to the speaker 46 and various lamps 47, as well as the display control unit 100.
[0150] The display control board 101, provided in the display control device 100, is equipped with an MPU 102, which is a chip-integrated element containing a program ROM 103 and a work RAM 104, a video display processor (VDP) 105, a character ROM 106, and a video RAM 107. It is not mandatory for the program ROM 103 and work RAM 104 to be integrated into a single chip on the MPU 102; they may be configured as separate chips.
[0151] The MPU102 analyzes various commands received from the audio light emission control device 90 or performs predetermined calculations based on the received commands to control the VDP105 (specifically, to generate internal commands for the VDP105).
[0152] The program ROM 103 is a memory for storing various control programs and fixed value data executed by the MPU 102, and also stores JPEG format image data for background images.
[0153] Work RAM 104 is memory used to temporarily store work data, flags, etc., that are used when various programs are executed by MPU 102.
[0154] The VDP105 is a type of drawing circuit that directly operates the image processing device, which acts as a liquid crystal display driver incorporated into the pattern display device 41. Because the VDP105 is an IC chip, it is also called a "drawing chip" and is a type of microcontroller chip that incorporates firmware dedicated to drawing processing. The VDP105 adjusts the timing of the MPU102, video RAM107, etc., to intervene in data reading and writing, and reads image data to be stored in the video RAM107 from the character ROM106 at a predetermined timing and displays it on the pattern display device 41.
[0155] The character ROM 106 serves as an image data library for storing character data such as patterns and illustrations displayed on the pattern display device 41. This character ROM 106 stores bitmap image data of various display patterns and illustrations, as well as a color palette table referenced when determining the color representation for each dot of the bitmap image. The various display illustrations also include the illustrations of flower petals P1 to P4, which will be described later. It is also possible to provide multiple character ROMs 106 and store image data etc. in each character ROM 106. Furthermore, it is possible to configure the system to store JPEG image data for background images stored in the program ROM 103 in the character ROM 106.
[0156] The video RAM 107 is a memory for storing display data to be displayed on the pattern display device 41, and the display content of the pattern display device 41 is changed by rewriting the contents of the video RAM 107.
[0157] Hereafter, the MPU62, ROM63, and RAM64 of the main control unit 60 will also be referred to as the main MPU62, main ROM63, and main RAM64, respectively; the MPU92, ROM93, and RAM94 of the sound and light control device 90 will also be referred to as the sound and light side MPU92, sound and light side ROM93, and sound and light side RAM94, respectively; and the MPU102 of the display control device 100 will also be referred to as the display side MPU102.
[0158] 《1-4》 Overview of processing by gaming machines: Next, an overview of the processes performed by the pachinko machine 10 of this embodiment will be described.
[0159] 《1-4-1》Transition between high and low levels of lottery mode and support mode: In the pachinko machine 10 of this embodiment, if a jackpot is won through the winning lottery and the type of jackpot won is a regular jackpot, after the opening / closing execution mode ends, the lottery mode transitions to a low probability mode and the support mode transitions to a high-frequency support mode. Also, in the pachinko machine 10 of this embodiment, if a jackpot is won through the winning lottery and the type of jackpot won is a probability-increasing jackpot, after the opening / closing execution mode ends, the lottery mode transitions to a high probability mode and the support mode transitions to a high-frequency support mode.
[0160] After transitioning to the high-frequency support mode, the high-frequency support mode continues as a support mode until the number of games played since the start of the high-frequency support mode reaches a predetermined guaranteed number of games. The "guaranteed number of games" is the number of games that are guaranteed to continue to be played in the high-frequency support mode, for example, 50 games. In other words, in the pachinko machine 10, after transitioning to the high-frequency support mode, the high-frequency support mode is guaranteed up to the guaranteed number of games, which is 50 games. When the number of games played since the start of the high-frequency support mode reaches the guaranteed number of games, the support mode transitions to the low-frequency support mode. In particular, in this embodiment, even if the high-probability mode was still in operation when the guaranteed number of games was reached, the support mode will transition to the low-frequency support mode.
[0161] When the support mode is set to high-frequency support mode, the probability of the electric mechanism opening lottery, which is triggered when the ball passes through the through gate 35, resulting in an electric mechanism opening win is extremely high at 231 / 233, so the electric mechanism 34a is effectively in an open state. For this reason, when the support mode is set to high-frequency support mode, the player plays by shooting the ball weakly to the right, causing it to flow down the weak right-shooting passage P1, thereby causing the ball to enter the right-side first start opening 44 where the electric mechanism 34a is located. The balls that enter the right-side first start opening 44 are then distributed by the distribution piece 242 of the ball distribution device 240 to either go to the out opening 251 inside the start opening unit or to the drop-off opening 252. For this reason, although the probability is low at 1 / 21, as explained earlier, there is a possibility that the balls that enter the right-side first start opening 44 will enter the drop-off opening 252.
[0162] The trigger for transitioning to the high-frequency support mode is a guaranteed jackpot. If a game ball enters the drop-out slot 252 during a game before the number of games played since the start of the high-frequency support mode reaches the guaranteed number of games (for example, the 30th game), the lottery mode will transition from the high-probability mode to the low-probability mode. Then, from the game played immediately following the moment the game ball enters the drop-out slot 252, the jackpot lottery will be conducted in the low-probability mode. Regarding the support mode, even if a game ball enters the drop-out slot 252 during a game before the number of games played since the start of the high-frequency support mode reaches the guaranteed number of games (for example, the 30th game mentioned above), causing the high-probability mode to end and transition to the low-probability mode, the high-frequency support mode will continue until the number of games played since the start of the high-frequency support mode reaches the guaranteed number of games (i.e., 50 games).
[0163] In the pachinko machine 10 of this embodiment, if a player wins a probability-increasing jackpot through a winning lottery, and after the opening / closing execution mode ends, the lottery mode transitions to a high-probability mode and the support mode transitions to a high-frequency support mode. Subsequently, if a player wins a jackpot (regardless of whether it is a regular jackpot or a probability-increasing jackpot) in a winning lottery during a game before the number of games played since the start of the high-frequency support mode reached the guaranteed number of games (for example, the 30th game), the lottery mode transitions from a high-probability mode to a low-probability mode at the time when the 30th game in which the jackpot was won ends and the opening / closing execution mode begins. Similarly, the support mode transitions from a high-frequency support mode to a low-frequency support mode at the time when the game played before reaching the guaranteed number of games (for example, the 30th game mentioned above) ends and the opening / closing execution mode begins. In other words, both the lottery mode and the support mode are reset to the lower side at the time when the game in which the jackpot was won ends and the opening / closing execution mode begins.
[0164] 《1-4-2》Gameplay Flow: In the pachinko machine 10 of this embodiment, there can be at least four game states that transition as the game progresses, based on combinations of high and low levels of the lottery mode and support mode. Specifically, there can be i) a low-probability low-support state where the lottery mode is a low-probability mode and the support mode is a low-frequency support mode; ii) a high-probability high-support state where the lottery mode is a high-probability mode and the support mode is a high-frequency support mode; iii) a high-probability low-support state where the lottery mode is a high-probability mode and the support mode is a low-frequency support mode; and iv) a low-probability high-support state where the lottery mode is a low-probability mode and the support mode is a high-frequency support mode. Furthermore, in the pachinko machine 10 of this embodiment, there can be an opening / closing execution mode as a game state in which game balls can be entered into the large prize opening 36a of the variable prize entry device 36. The game progresses while transitioning between these game states.
[0165] Figure 19 is an explanatory diagram showing the flow of gameplay in the pachinko machine 10. When gameplay begins, the initial state is a low probability low support state (state H1). That is, the lottery mode is a low probability mode, and the support mode is a low frequency support mode.
[0166] Figure 20 is an explanatory diagram showing various states in each of the following states: low probability low support state, low probability high support state, high probability high support state, and high probability low support state. In this state, the states are defined as whether or not game balls can enter the central first start opening 33, the right first start opening 44, the drop-off opening 252, and the second start opening 34, as well as the variation time of the first symbol and the variation time of the second symbol.
[0167] As shown in Figure 20, in the low probability low support state, it is possible to enter the central first start port 33. For this reason, in the low probability low support state, the player is instructed to shoot to the left, causing the game ball to flow down to the left side of the game area PA and enter the central first start port 33. When a game ball enters the central first start port 33, the first start port game round is executed and a winning lottery is held. At this time, the main display area MA of the display surface 41a (see Figure 10(b)) of the liquid crystal display device 41 displays the first decorative symbol, which is an effect image corresponding to the first start port game round, and the sub-display area SA displays the second decorative image, which is an effect image corresponding to the second start port game round. In other words, since the target into which the player is instructed to enter the game ball is the central first start port 33, the first decorative symbol is displayed in the main display area MA.
[0168] Let's consider the ball entry points other than the central first start opening 33. In the low probability low support state, balls cannot enter the right first start opening 44 and the drop-off opening 252 provided in the start opening unit 200, but they can enter the second start opening 34. In the low probability low support state, the support mode is the low frequency support mode, and the probability of the electric mechanism opening lottery, which is triggered when the ball passes through the through gate 35, being a miss is extremely high at 232 / 233. As a result, the electric mechanism 34a is effectively always closed, and the game balls flow along the third route RT3 (Figure 9) explained earlier, making it possible for the balls to enter the second start opening 34. For this reason, some players may try to aim for the game balls to enter the second start opening 34 by shooting weakly to the right in the low probability low support state and directing the game balls along the third route RT3. In contrast, the pachinko machine 10 of this embodiment is configured as a simultaneous variation machine, and the variation time of the second symbol display unit 37b (hereinafter also referred to as special variation time 2) is set to an extremely long time, for example, 10 minutes, thereby suppressing the repeated execution of the winning lottery triggered by the entry of a game ball into the second start opening 34 in a short period of time. As a result, in this embodiment, the player can be persuaded to abandon weak right-handed shooting operations in a low probability, low-support state and concentrate on left-handed shooting.
[0169] In addition, the special 2 variation time in the low probability low support state is set to an extremely long time of 10 minutes, but the variation time of the first symbol display unit 37a in the low probability low support state (hereinafter also referred to as the special 1 variation time) is set to a normal length of time. The "normal length of time" referred to here is the normal length of time determined by the value of the variation type counter CS, which will be described later, and the type of jackpot, the presence or absence of a reach, etc., and is for example, 2 seconds to 3 minutes.
[0170] Return to Figure 19. If the winning draw in the first start gate game round, which was performed in the low probability low support state (state H1), is unsuccessful, the low probability low support state (state H1) continues, and the player inserts a game ball into the central first start gate 33 to perform the first start gate game round.
[0171] If a jackpot is won in the winning lottery during the first start-up slot game round, which is performed in a low probability low-support state, and the type of jackpot won is a regular jackpot, the opening / closing execution mode is executed as a bonus granted to the player after the first start-up slot game round ends. In other words, the player transitions from the low probability low-support state (state H1) to the opening / closing execution mode (state H2). Prior to the round game that occurs in the opening / closing execution mode, the pachinko machine 10 performs a suggestive animation prompting the player to shoot strongly to the right. Following this suggestive animation, the player shoots strongly to the right after the first start-up slot game round ends, causing the game balls to flow down the strong right-shooting passage P2, enter the large prize-winning slot 36a, and obtain prize balls.
[0172] When the opening / closing execution mode (state H2) ends, the system transitions to a low-probability, high-support state (state H3). In other words, the lottery mode becomes a low-probability mode, and the support mode becomes a high-frequency support mode (limited to the guaranteed number of plays, 50 times).
[0173] As shown in Figure 20, in the low probability high support state, it is possible to insert game balls into the central first start port 33, the right first start port 44, and the drop port 252, but it is not possible to insert game balls into the second start port 34. In the low probability high support state, the support mode is the high frequency support mode, and the probability of the electric mechanism opening lottery, which is executed when a game ball passes through the through gate 35, resulting in an electric mechanism opening win is extremely high at 231 / 233, so the electric mechanism 34a is effectively in the electric mechanism open state. In the pachinko machine 10 of this embodiment, when the support mode is the high frequency support mode, the distance from the through gate 35 to the electric mechanism 34a, the opening time of the electric mechanism 34a, the number of times the electric mechanism 34a opens, and the pattern change time in the regular diagram unit 38 are adjusted so that when a game ball passes through the through gate 35, it passes through the electric mechanism 34a, which is in the electric mechanism open state, with 100% probability. Therefore, when the support mode is high-frequency support mode, game balls that pass through the through gate 35 and enter the ball entry port 210a flow along the first route RT1 (Figure 7) or the second route RT2 (Figure 8) as described earlier. This allows game balls to enter the right-side first start port 44 and the out port 251 inside the start port unit, or to enter the right-side first start port 44 and the drop-off port 252, while it becomes impossible or difficult for game balls to enter the second start port 34. Even if a game ball enters the drop-off port 252, in the low-probability high-support state, the lottery mode is low-probability mode, so the player does not have to worry about transitioning to the low-probability mode (so-called drop). Therefore, in the low-probability high-support state (state H3), by having the player shoot weakly to the right and causing the game balls to flow down the weak-right shooting passage P1, it is possible to get game balls into the right-side first start port 44 with a high probability.
[0174] When a game ball enters the right-side first start slot 44, the first start slot game round is executed and a winning lottery is held. At this time, the main display area MA of the display surface 41a (see Figure 10(b)) of the liquid crystal display device 41 displays the first decorative symbol, which is an effect image corresponding to the first start slot game round, and the sub-display area SA displays the second decorative image, which is an effect image corresponding to the second start slot game round. In other words, since the target into which the player enters the game ball is the right-side first start slot 44, the first decorative symbol is displayed in the main display area MA.
[0175] In the low probability high support state, the special 1 variation time and special 2 variation time are set to the normal length (for example, 2 seconds to 3 minutes).
[0176] Return to Figure 19. If the winning draw in the first start gate game round performed in the low probability high support state (state H3) is unsuccessful, the low probability high support state (state H3) continues, and the player inserts a game ball into the right-side first start gate 44 to perform the first start gate game round. When the number of games played since the start of the high-frequency support mode reaches the guaranteed number of games, it transitions to the low probability low support state (state H1).
[0177] If a jackpot is won in the winning lottery during the first start-up slot game round, which is performed in a low-probability, high-support state (state H3), and the type of jackpot won is a regular jackpot, the opening / closing execution mode is executed as a bonus granted to the player after the first start-up slot game round ends. In other words, the player transitions from the low-probability, high-support state (state H3) to the opening / closing execution mode (state H2). Prior to the round game that occurs in the opening / closing execution mode, the pachinko machine 10 performs a suggestive animation prompting the player to shoot strongly to the right. Following this suggestive animation, the player shoots strongly to the right after the first start-up slot game round ends, causing the game balls to flow down the strong right-shooting passage P2, enter the large prize-winning slot 36a, and obtain prize balls.
[0178] If a jackpot is won in the winning lottery during the first start-up slot game round, which is played in a low-probability, high-support state (state H3), and the type of jackpot won is a probability-increasing jackpot, the opening / closing execution mode is executed as a bonus granted to the player after the first start-up slot game round ends. Here, the player transitions from the low-probability, high-support state (state H3) to the opening / closing execution mode (state H4).
[0179] In the low probability, low support state (state H1), the goal is to get the game ball into the central first start opening 33, but this cannot be achieved with a high probability. In contrast, in the low probability, high support state (state H3), the player can get the game ball into the right first start opening 44 with a high probability by shooting weakly to the right. Therefore, the low probability, high support state (state H3) is more advantageous for the player compared to the low probability, low support state (state H1) because there are more opportunities for the first start opening to be played and for a winning draw to be held.
[0180] In the low probability low support state (state H1), if a jackpot is won in the winning lottery during the first start-up round, and the type of jackpot won is a probability variation jackpot, the opening / closing execution mode is executed as a bonus granted to the player after the first start-up round ends. In other words, the player transitions from the low probability low support state (state H1) to the opening / closing execution mode (state H4).
[0181] Prior to the start of a round of play in the opening / closing execution mode (state H4), the pachinko machine 10 performs a suggestive animation encouraging the player to strongly shoot to the right. The opening / closing execution mode (state H4) is the same process as the opening / closing execution mode (state H2). The reason for distinguishing between state H2 and state H4, even though they are the same opening / closing execution mode, is that the branching destinations are different. When the opening / closing execution mode (state H4) ends, the machine transitions to the high probability high support state (state H5). That is, the lottery mode becomes the high probability mode, and the support mode becomes the high frequency support mode (limited to 50 guaranteed plays).
[0182] As shown in Figure 20, in the high probability high support state, it is possible to insert game balls into the central first start port 33, the right first start port 44, and the drop port 252, but it is not possible to insert game balls into the second start port 34. The possibility of inserting balls into these ports is the same as in the low probability high support state. However, in the low probability high support state, since the lottery mode is already in the low probability mode, the player does not have to worry about transitioning to the low probability mode (so-called drop), whereas in the high probability high support state, if a game ball enters the drop port 252, the lottery mode will transition from the high probability mode to the low probability mode (so-called drop). In the high-probability, high-support state, the support mode is the high-frequency support mode. As a result, the probability of the electric mechanism opening lottery, which is triggered when the ball passes through the through gate 35, resulting in an electric mechanism opening win is extremely high at 231 / 233. Therefore, the electric mechanism 34a effectively enters an electric mechanism open state. For this reason, as explained earlier, when the support mode is the high-frequency support mode, the game balls that pass through the through gate 35 and enter the ball entry port 210a flow along the first route RT1 (Figure 7) or the second route RT2 (Figure 8). This allows the game balls to enter the right-side first start port 44 and the out port 251 inside the start port unit, or to enter the right-side first start port 44 and the drop-off port 252. However, it is impossible or difficult for the game balls to enter the second start port 34.
[0183] In the high probability, high support state, the player is instructed to shoot the ball weakly to the right, causing the ball to flow down the weak right-shooting passage P1 and enter the first start opening 44 on the right side. When a ball enters the first start opening 44 on the right side, the first start opening game round is executed and a winning lottery is held. At this time, the main display area MA of the display surface 41a (see Figure 10(b)) of the liquid crystal display device 41 displays the first decorative symbol, which is an effect image corresponding to the first start opening game round, and the sub-display area SA displays the second decorative image, which is an effect image corresponding to the second start opening game round. In other words, since the target into which the player is instructed to shoot the ball is the first start opening 44 on the right side, the first decorative symbol is displayed in the main display area MA.
[0184] Return to Figure 19. If the winning draw in the first start-up slot game round, which was performed in the high-probability, high-support state (state H5), is unsuccessful, the high-probability, high-support state (state H5) is repeated, and a game ball is entered into the right-side first start-up slot 44 to perform the first start-up slot game round.
[0185] If a jackpot is won in the winning lottery during the first start-up gate game round, which is performed in a high-probability, high-support state (state H5), and the type of jackpot won is a regular jackpot, the opening / closing execution mode is executed as a bonus granted to the player after the first start-up gate game round ends. In other words, the player transitions from a low-probability, high-support state (state H5) to the opening / closing execution mode (state H2). Prior to the round game that occurs in the opening / closing execution mode, the pachinko machine 10 performs an indicative effect that encourages the player to shoot strongly to the right.
[0186] If a jackpot is won in the winning lottery during the first start gate game round, which is performed in a high probability high support state (state H5), and the type of jackpot won is a probability variation jackpot, the opening / closing execution mode is executed as a bonus granted to the player after the first start gate game round ends. Here, the player transitions from the high probability high support state (state H5) to the opening / closing execution mode (state H4).
[0187] In the high probability high support state (state H5), if a game ball enters the drop-out opening 252, the game transitions to the low probability high support state (state H3). That is, the lottery mode shifts from the high probability mode to the low probability mode, while the support mode remains the high-frequency support mode. When transitioning to the low probability high support state (state H3), the guaranteed game count counter PNC, which indicates the number of game rounds that will continue to be played in the high-frequency support mode, is retained as it was before the transition. Therefore, the number of game rounds that will continue to be played in the high-frequency support mode is not reset by transitioning to the low probability high support state (state H3).
[0188] Furthermore, the duration of Special 1 variation in the high probability high support state (state H5) is set to the normal length, while the duration of Special 2 variation in the high probability high support state (state H5) is set to, for example, 10 minutes. The reason why the duration of Special 2 variation in the high probability high support state (state H5) is set to an extremely long 10 minutes is as follows.
[0189] In the high-probability, high-support state, it is impossible to insert game balls into the second starting port 34. However, reserve information (up to 4) remains in the second reserve area Rb of the reserve information storage area 64b, and in the high-probability, high-support state, it is possible that a winning lottery will be performed based on this remaining reserve information. In that case, the winning lottery will be performed by referring to the win / loss table for the second starting port (for high-probability mode) shown in Figure 14(b), resulting in a state that is excessively advantageous to the player. To resolve this, in this embodiment, in the high-probability, high-support state, it is impossible to insert game balls into the second starting port 34, but the special 2 variation time is set to an extremely long time, for example, 10 minutes, thereby suppressing the repeated consumption of the reserve information remaining in the second reserve area Rb in a short period of time.
[0190] In the high-probability, high-support state (state H5), when the number of games played since the start of the high-frequency support mode reaches the guaranteed number of games, which is 50, the game transitions to the high-probability, low-support state (state H6). The game also transitions to the high-probability, low-support state (state H6) if a special minor win is achieved in the winning lottery during the first starting gate game played in the high-probability, high-support state (state H5). In the high-probability, low-support state, the lottery mode is the high-probability mode, and the support mode is the low-frequency support mode. In this embodiment, the player can recognize that they have won a special minor win in the winning lottery during the first starting gate game played in the high-probability, high-support state by looking at the performance content corresponding to the special minor win performance pattern displayed on the symbol display device 41.
[0191] As shown in Figure 20, in the high probability low support state, it is possible to insert game balls into the central first start port 33 and the second start port 34, but it is not possible to insert game balls into the right first start port 44 and the drop-off port 252. In the high probability low support state, the support mode is the low frequency support mode, and the probability of the result of the electric mechanism opening lottery, which is executed when the ball passes through the through gate 35, being a loss is extremely high at 232 / 233. As a result, the electric mechanism 34a is effectively in a constantly closed state, and the game balls flow along the third route RT3 (Figure 9) explained earlier, making it possible to insert balls into the second start port 34, while it is impossible or difficult to insert game balls into the right first start port 44 and the drop-off port 252.
[0192] In the high-probability low-support state (state H6), the player is instructed to shoot the ball weakly to the right, causing it to flow down the weak-right shooting passage P1, thereby allowing the ball to enter the second start opening 34. When a ball enters the second start opening 34, the second start opening game round is executed and a winning lottery is held. At this time, the main display area MA of the display surface 41a (see Figure 10(b)) of the liquid crystal display device 41 displays the second decorative symbol, which is an effect image corresponding to the second start opening game round, and the sub-display area SA displays the first decorative image, which is an effect image corresponding to the first start opening game round. In other words, since the target into which the player is instructed to shoot the ball is the second start opening 34, the second decorative symbol is displayed in the main display area MA.
[0193] If a jackpot is won in the winning lottery during a game round for the second starting gate, which is played in a high-probability, low-support state (state H6), and the type of jackpot won is a regular jackpot, the opening / closing execution mode is executed as a bonus granted to the player after the end of the game round for the second starting gate. In other words, the player transitions from the high-probability, low-support state (state H6) to the opening / closing execution mode (state H2).
[0194] If a jackpot is won in the winning lottery during a game round for the second starting gate, which is played in a high-probability low-support state (state H6), and the type of jackpot won is a probability-increasing jackpot, the opening / closing execution mode is executed as a bonus granted to the player after the end of the game round for the second starting gate. In other words, the player transitions from the high-probability low-support state (state H6) to the opening / closing execution mode (state H4).
[0195] In the high-probability, low-support state (state H6) described above, it becomes impossible or difficult for the game balls shot with a weak rightward shot to enter the drop-out opening 252 as explained earlier. Therefore, the balls will enter the second start-up opening 34 with a probability close to 100% (this probability will be conveniently referred to as 100% from now on). Consequently, in the pachinko machine 10 of this embodiment, in the high-probability, low-support state (state H6), the game balls can be entered into the second start-up opening 34 and the win lottery conducted can be performed with 100% certainty until a jackpot is won in the win lottery for the game rounds for the second start-up opening. In other words, the high-probability, low-support state (state H6) is a so-called invincible zone where there is no drop-out. As a result, in the pachinko machine 10 of this embodiment, when transitioning from the high-probability, high-support state to the high-probability, low-support state (invincible zone), it is possible to reliably win a jackpot again, so-called consecutive wins, and the player can be given the expectation of consecutive wins. Therefore, the pachinko machine 10 of this embodiment can enhance the enjoyment of the game.
[0196] Furthermore, when the guaranteed number of plays ends from the high probability high support state, the game returns to the high probability low support state. In this case, there was a risk that the special 2 variation time, which was set to an extremely long duration of 10 minutes during the high probability high support state, would continue. In the high probability low support state (invincible zone), if the special 2 variation set to a long duration continues, it becomes impossible to repeatedly conduct winning draws in a short period of time in the invincible zone, triggered by the entry of game balls into the second starting port 34, which is disadvantageous to the player. Therefore, in the pachinko machine 10 of this embodiment, the results of the winning lottery for the winning / losing table (for high probability mode) for the first starting gate are limited to only big wins and small wins (special small wins, normal small wins) (eliminating misses), and when a big win or small win variation that is executed when a game ball enters the first starting gate (central first starting gate 33, right first starting gate 44) stops, the variation of special 2, which is set to long, can be stopped regardless of the result of the winning lottery related to said special 2. As a result, the problem of the variation of special 2, which is set to long, continuing in the invincible zone in a high probability high support state can be eliminated, and disadvantages to the player can be suppressed.
[0197] As explained above, according to the pachinko machine 10 of this embodiment, in the high probability high support state, the support mode is the high frequency support mode, so the electric mechanism 34a is effectively in an open state, and the game ball that passes through the through gate 35 moves from the main passage section 210 to the first branch passage section 220 in the start-up unit 200 (Figure 4). For this reason, the game ball that passes through the through gate 35 will always enter the right-side first start-up opening 44. However, the game ball that enters the right-side first start-up opening 44 will then enter the drop-out opening 252 with a probability of 0.1 seconds out of 2.1 seconds (=1 / 21). If the trigger for transitioning to the high frequency support mode is a probability variation jackpot, and the game ball enters the drop-out opening 252 in a game before the number of games played since the start of the high frequency support mode reaches the guaranteed number of games, the lottery mode will transition from the high probability mode to the low probability mode. In other words, if a game ball enters the first starting opening 44 on the right side, there is a 1 / 21 probability that the lottery mode will switch from a high probability mode to a low probability mode, potentially resulting in a disadvantage for the player.
[0198] In contrast, if the number of games played since the start of the high-frequency support mode reaches the guaranteed number of games without any game balls entering the drop-off opening 252, the support mode transitions from the high-frequency support mode to the low-frequency support mode, and the game state transitions from the high-probability high-support state to the high-probability low-support state (invincible zone). When the support mode is the low-frequency support mode, the electric mechanism 34a is effectively always closed, and as a result, the game balls flow along the third route RT3 (Figure 9), and the game balls enter the second start opening 34. In this case, unlike when the game balls flow towards the right-side first start opening 44, the game balls do not enter the drop-off opening 252 and the lottery mode does not transition from the high-probability mode to the low-probability mode. Therefore, the number of games played triggered by the entry of game balls into the second start opening 34 can be performed continuously without the possibility of being in a disadvantageous state for the player. The high-probability, low-support state continues until the next jackpot is won, effectively guaranteeing the next jackpot win.
[0199] As a result, according to the pachinko machine 10 of this embodiment, in the high probability high support state, the player can be given both a sense of urgency (hope that the game ball does not enter the fall-out opening 252 and the lottery mode does not shift from the high probability mode to the low probability mode) and a sense of expectation (hope that the game ball count reaches the guaranteed game count before falling) during the period from when the high frequency support mode is started until the number of games played reaches the guaranteed number of games played. Furthermore, if the number of games played reaches the guaranteed number of games played without falling, the player can be given both a sense of relief (that they can transition to a high probability low support state (invincible zone) where they can play games continuously triggered by the entry of a game ball into the second start opening 34 without the risk of falling) and a sense of expectation (that they will soon win a jackpot in the high probability low support state) by playing games continuously triggered by the entry of a game ball into the second start opening 34. Therefore, according to the pachinko machine 10 of this embodiment, the enjoyment of the game can be enhanced by providing players with feelings such as anticipation, tension, and relief.
[0200] Conventional pachinko machines include loop-type pachinko machines and ST-type pachinko machines. Loop-type pachinko machines are models in which the high-probability mode continues until a jackpot is won in the next draw. ST-type pachinko machines are models in which the number of games that can be played in the high-probability mode is limited. In loop-type pachinko machines, in the high-probability mode, it is possible to give players a sense of tension, wondering whether they will win a jackpot in the draw and whether the type of jackpot won will be a regular jackpot. On the other hand, in ST-type pachinko machines, in the high-probability mode, it is possible to give players a sense of tension, wondering whether they will win a jackpot before the limited number of games. In contrast to these, according to the pachinko machine 10 of this embodiment, as described above, it is possible to give players a sense of tension, as well as an expectation that the number of games will reach the guaranteed number of games before they fall out of the high-probability mode. Furthermore, if the number of games played reaches the guaranteed number of games without the player falling out of the game, the player can be given both a sense of relief that they can transition to a high-probability low-support state (invincible zone) where they can play games continuously triggered by the entry of a game ball into the second start port 34 without the risk of falling out, and an expectation that they will soon win a jackpot in the high-probability low-support state by playing games continuously triggered by the entry of a game ball into the second start port 34. This sense of relief and expectation is an effect unique to the pachinko machine 10 of this embodiment and can enhance the enjoyment of the game.
[0201] Furthermore, according to the pachinko machine 10 of this embodiment, even if a special minor win is achieved in the winning lottery while in a high probability high support state, the support mode transitions from a high frequency support mode to a low frequency support mode, and the game state transitions from a high probability high support state to a high probability low support state (invincible zone). This gives players the expectation that they will win a special minor win in the winning lottery, and as a result, the enjoyment of the game can be further enhanced.
[0202] In the pachinko machine 10 of this embodiment, as explained earlier, in the high probability high support state H5, the player usually plays by shooting weakly to the right, sending the game ball down the weak right-shooting passage P1 and entering the first start opening 44 on the right side. However, in the high probability high support state H5, as explained earlier, it is also possible to enter the game ball into the first start opening 33 on the central side. Therefore, some players may play by shooting left in the high probability high support state H5 and entering the game ball into the first start opening 33 on the central side. In this case, the game ball will not enter the drop-off opening 252, and the game state will not transition to the low probability high support state midway. Therefore, if the game ball can be entered into the first start opening 33 on the central side for the guaranteed number of games, 50 times, the game state can be reliably transitioned to the high probability low support state, which is the invincible zone. However, getting the game balls into the central first start opening 33 as many as 50 times places a great burden on the player in terms of both time and the amount of game balls used. Therefore, in the high probability and high support state H5, playing by shooting left and getting the game balls into the central first start opening 33 is not practical and offers no benefit to the player. In other words, in the pachinko machine 10 of this embodiment, the number of guaranteed games is set to a relatively large 50 times, making it difficult to play by getting the game balls into the central first start opening 33 in the high probability and high support state H5.
[0203] In this embodiment of the pachinko machine 10, as described above, it is difficult to play in a way that involves inserting the game ball into the central first start port 33 during the high probability and high support state H5. However, this method of playing is not entirely excluded. If the above difficulty is acceptable, it is also possible to play in the high probability and high support state H5 by shooting to the left and inserting the game ball into the central first start port 33. For example, a player who finds it mentally unacceptable for the game ball to enter the drop-off port 252 and the lottery mode to shift from high probability mode to low probability mode might choose the above method of playing. From the perspective of the gaming machine designer, setting the guaranteed number of plays to a relatively small number, such as 5 or 10, allows for a certain degree of play in a way that directs the game ball into the central first start port 33 during the high probability high support state H5. Conversely, setting the guaranteed number of plays to a large number, such as 50 or 100, strictly prohibits gameplay in a way that directs the game ball into the central first start port 33 during the high probability high support state H5. In other words, the degree to which gameplay is permitted or prohibited during the high probability high support state H5 can be adjusted by the guaranteed number of plays.
[0204] 《1-5》 Various processes performed in the main control unit: Next, an example of a specific process performed in the pachinko machine 10 of this embodiment will be described. First, the process performed in the main control device 60 will be described, and then the process performed in the sound and light emission control device 90 and the display control device 100 will be described.
[0205] To advance each game round, the MPU 62 of the main control unit 60 executes timer interrupt processing and normal processing. These processes are described below. In addition to timer interrupt processing and normal processing, the MPU 62 also executes NMI interrupt processing, which is activated by the input of a power outage signal, but these processes will not be explained here.
[0206] <Timer interrupt handling> Figure 21 is a flowchart showing the timer interrupt processing. The timer interrupt processing is activated periodically (for example, every 2 msec) by the MPU 62 of the main control unit 60.
[0207] In step Ss0101, the reading process for various detection sensors is executed. That is, the status of various detection sensors connected to the main control unit 60 is read, the status of the sensor is determined, and detection information (ball entry detection information) is saved. After that, the process proceeds to step Ss0102.
[0208] Step Ss0102 updates the random number initial value counter CINI. Specifically, 1 is added to the random number initial value counter CINI, and if the counter value reaches its maximum value, it is cleared to 0. The updated value of the random number initial value counter CINI is then stored in the corresponding buffer area of RAM64. After that, the process proceeds to step Ss0103.
[0209] Step Ss0103 updates the values of the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric mechanism release counter C4. Specifically, 1 is added to each of the winning random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the electric mechanism release counter C4, and if any of these counter values reach their maximum value, they are cleared to 0. The updated values of each counter C1 to C4 are then stored in the corresponding buffer area of RAM64. After that, the process proceeds to step Ss0104. The variable type counter CS will have its value updated in the normal processing described later (Figure 23).
[0210] Step Ss0104 executes the ball entry process for the starter openings when game balls enter the first starter opening (central first starter opening 33, right first starter opening 44) and the second starter opening 34. Details of the ball entry process for the starter openings in Step Ss0104 will be described later. After that, the process proceeds to Step Ss0105.
[0211] Step Ss0105 executes the ball entry process for the ball drop-off opening 252 when a game ball enters the opening. Details of the ball entry process for the ball drop-off opening in step Ss0105 will be described later. After executing step Ss0105, MPU62 terminates the timer interrupt processing.
[0212] <Ball entry process for the starting gate> Next, the ball entry process for the start gate will be explained. The ball entry process for the start gate is executed by the MPU 62 of the main control unit 60 as a subroutine of the timer interrupt processing (Figure 21: Ss0104).
[0213] Figure 22 is a flowchart showing the ball entry process for the starting gates. In step Ss0201, it is determined whether a game ball has entered (started) the first starting gates (central first starting gate 33, right first starting gate 44) based on the detection status of the detection sensors (such as the detection sensor 67d for the right first starting gate) corresponding to the first starting gates (central first starting gate 33, right first starting gate 44). If it is determined in step Ss0201 that a game ball has entered the first starting gates (central first starting gate 33, right first starting gate 44) (Ss0201:YES), the process proceeds to step Ss0202, where a prize ball command is set in the payout control device 70 to dispense one game ball. After that, the process proceeds to step Ss0203.
[0214] In step Ss0203, an external signal setting process is performed to output a signal to the management control device on the gaming hall side indicating that a game ball has entered the first starting opening (central first starting opening 33, right first starting opening 44). After that, the process proceeds to step Ss0204.
[0215] In step Ss0204, the starting reserve quantity RaN (hereinafter also referred to as the first starting reserve quantity RaN), which is a value stored in the reserve quantity memory area of the first reserve area Ra, is read, and this first starting reserve quantity RaN is set as the target of the processing described later. The first starting reserve quantity RaN indicates the number of reserves based on balls entering the first start gates (central first start gate 33, right first start gate 44). After that, the process proceeds to step Ss0209.
[0216] In step Ss0201, if it is determined that no game ball has entered the first starting opening (central first starting opening 33, right first starting opening 44) (Ss0201:NO), the process proceeds to step Ss0205, where it is determined whether or not a game ball has entered the second starting opening 34 based on the detection status of the detection sensor corresponding to the second starting opening 34.
[0217] In step Ss0205, if it is determined that a game ball has entered the second start opening 34 (Ss0205:YES), the process proceeds to step Ss0206, and a prize ball command is set in the payout control device 70 to dispense one game ball. After that, the process proceeds to step Ss0207. On the other hand, in step Ss0205, if it is determined that a game ball has not entered the second start opening 34 (Ss0205:NO), the ball entry process for this start opening is terminated.
[0218] In step Ss0207, an external signal setting process is performed to output a signal to the management control device on the gaming hall side that a game ball has entered the second starting opening 34. After that, the process proceeds to step Ss0208.
[0219] In step Ss0208, the starting reserve number RbN (hereinafter also referred to as the second starting reserve number RbN), which is the value stored in the reserve number memory area of the second reserve area Rb, is read out, and the second starting reserve number RbN is set as the target of the processing described later. The second starting reserve number RbN indicates the number of reserves based on balls entering the second starting opening 34. Then, the process proceeds to step Ss0209.
[0220] In step Ss0209, it is determined whether the number of reserved starters N (RaN or RbN) set in step Ss0204 or step Ss0208 described above is less than the upper limit (4 in this embodiment). In step Ss0209, if the number of reserved starters N is not less than the upper limit (Ss0209: NO), the ball entry process for this starter slot is terminated.
[0221] On the other hand, in step Ss0209, if the number of reserved starters N is less than the upper limit (Ss0209: YES), the process proceeds to step Ss0210, where 1 is added to the number of reserved starters N in the corresponding reserved area, and then the process proceeds to step Ss0211, where 1 is added to the value stored in the total reserved number storage area (hereinafter referred to as the total reserved number CRN). The total reserved number CRN represents the sum of the first reserved starter RaN and the second reserved starter RbN. After that, the process proceeds to step Ss0212.
[0222] In step Ss0212, the values of the winning random number counter C1, the jackpot type counter C2, and the reach random number counter C3, which were updated in step Ss0103 (Figure 21), are stored in the first available memory area of the corresponding hold area, that is, the memory area corresponding to the number of hold items that was increased by 1 in step Ss0210. Specifically, if the first starting hold item number RaN is set as the target of processing, the values of the winning random number counter C1, the jackpot type counter C2, and the reach random number counter C3, which were updated in step Ss0103 (Figure 21), are stored in the first available memory area of the first hold area Ra, that is, the memory area corresponding to the first starting hold item number RaN that was increased by 1 in step Ss0210. Furthermore, if the second starting reserve count RbN is set as the target of processing, the values of the winning random number counter C1, the big win type counter C2, and the reach random number counter C3, which were updated in step Ss0103 (Figure 21), are stored in the first available memory area of the second reserve area Rb, that is, the memory area corresponding to the second starting reserve count RbN, which was increased by 1 in step Ss0210. After executing step Ss0212, the process proceeds to step Ss0213.
[0223] In step Ss0213, a pre-determination process is executed. The pre-determination process is a process that determines the success or failure of the winning lottery (lottery result), the type of jackpot, and whether or not a reach has occurred, based on the information (reserved information) of the values of the winning random number counter C1, the jackpot type counter C2, and the reach random number counter C3, before the reserved information becomes the target of the winning lottery by the main control device 60. After executing step Ss0213, the process proceeds to step Ss0214.
[0224] Step Ss0214 executes the process of setting the hold command. Specifically, the result of the pre-determination process (pre-determination information) executed based on the information (hold information) of each value of the winning random number counter C1, the big win type counter C2, and the reach random number counter C3 is set as the hold command.
[0225] The hold command is a command to cause the sub-controller to recognize that a ball has entered the first start gate (central first start gate 33, right first start gate 44) or the second start gate 34, and the result of the pre-determination process based on the hold information acquired based on that ball entry (pre-determination information), before the hold information becomes the subject of the winning lottery by the main control unit 60. The hold command is transmitted to the sound and light emission control unit 90 in the command output process of the normal process described later (Figure 24: step Ss0402).
[0226] Furthermore, when the sound and light emission control device 90 receives a hold command transmitted based on a ball entering the first start port (central first start port 33, right first start port 44), it sends a command to the display control device 100 to change the display in the first hold display area Ds1 of the liquid crystal display device 41 to correspond to the increase in the number of holds. Upon receiving this command, the display control device 100 changes the display in the first hold display area Ds1 of the liquid crystal display device 41 to correspond to the increase in the number of holds. On the other hand, when the sound and light emission control device 90 receives a hold command transmitted based on a ball entering the second start port 34, it sends a command to the display control device 100 to change the display in the second hold display area Ds2 of the liquid crystal display device 41 to correspond to the increase in the number of holds. Upon receiving this command, the display control device 100 changes the display in the second hold display area Ds2 of the liquid crystal display device 41 to correspond to the increase in the number of holds.
[0227] After executing step Ss0214, the main MPU62 completes the ball entry process for this start gate.
[0228] <Ball entry process for the drop-off point> Next, the ball entry process for the drop-off opening will be explained. The ball entry process for the drop-off opening is executed by the MPU 62 of the main control unit 60 as a subroutine of the timer interrupt processing (Figure 21: Ss0105).
[0229] Figure 23 is a flowchart showing the ball entry process for the drop-off opening. In step Ss0301, it is determined whether or not a game ball has entered the drop-off opening 252 based on the detection status of the detection sensor corresponding to the drop-off opening 252. If it is determined in step Ss0301 that a game ball has entered the drop-off opening 252 (Ss0301:YES), the process proceeds to step Ss0302.
[0230] In step Ss0302, the high probability mode flag is turned OFF. The high probability mode flag is a flag used by the MPU62 to determine whether the win / loss lottery mode is in high probability mode. In this embodiment, it is turned ON when the opening / closing execution mode related to winning a probability-increasing jackpot ends, turned OFF when the opening / closing execution mode related to winning a normal jackpot ends, and is also turned OFF in this step Ss0302. After that, the process proceeds to step Ss0303.
[0231] In step Ss0303, the low probability mode command is set. The low probability mode command is used to notify the voice and light emission control device 90 that the win / loss lottery mode is in low probability mode. After that, the process proceeds to step Ss0304.
[0232] In step Ss0304, a fall command is set. The fall command is used to notify the audio and light emission control device 90 that a game ball has entered the fall opening 252 and the win / loss lottery mode has shifted from high probability mode to low probability mode. After executing step Ss0304, the ball entry process for this fall opening is terminated.
[0233] In step Ss0301, if it is determined that no game ball has entered the drop-off opening 252 (Ss0301:NO), the ball entry process for this drop-off opening is terminated.
[0234] <Normal processing> Next, we will explain the normal process. The normal process is the process that is started by the MPU 62 of the main control unit 60 when the power is turned on. During the normal process, the main processes of the game are executed.
[0235] Figure 24 is a flowchart of the normal process. Step Ss0401 executes the startup process. Specifically, it performs initial settings for each control device upon power-on and determines the validity of the data stored in RAM64. After that, the process proceeds to step Ss0402.
[0236] In step Ss0402, output data such as commands set in the timer interrupt processing or the previous normal processing is sent to each control device on the sub-side. Specifically, it is determined whether or not a prize ball command is set, and if a prize ball command is set, it is sent to the payout control device 70. In addition, if commands related to effects such as variation commands, type commands, and hold commands are set, they are sent to the sound and light emission control device 90. After executing step Ss0402, the process proceeds to step Ss0403.
[0237] Step Ss0403 updates the variation type counter CS. Specifically, 1 is added to the variation type counter CS, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the variation type counter CS is then stored in the corresponding buffer area of RAM64. After that, the process proceeds to step Ss0404.
[0238] In step Ss0404, the system reads the prize ball counting signal and payout abnormality signal received from the payout control device 70, and proceeds to step Ss0405. In step Ss0405, the system executes game round control processing to control the game in each game round. The game round control processing includes the winning lottery, setting the display of changing symbols on the liquid crystal display device 41, and display control of the first symbol display unit 37a and the second symbol display unit 37b. Details of the game round control processing will be described later. After executing step Ss0405, the system proceeds to step Ss0406.
[0239] Step Ss0406 executes a game state transition process to change the game state. Executing this process changes the game state to modes such as open / close mode, high probability mode, or high frequency support mode. Details of the game state transition process will be described later. Afterward, proceed to step Ss0407.
[0240] In step Ss0407, a process for supporting the electric mechanism 44a, which is located in the right-side first start port 44, is executed. This process determines whether or not to open the electric mechanism 44a. Details of the electric mechanism support process will be described later. After that, the process proceeds to step Ss0408.
[0241] In step Ss0408, a game ball distribution control process is executed to drive and control the game ball distribution device 240 provided in the starting unit 200. Details of the game ball distribution control process will be described later. After that, the process proceeds to step Ss0409.
[0242] Step Ss0409 determines whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the current normal processing (or, in the second and subsequent cycles, since the start of the command output processing in step Ss0402). In other words, it determines whether the timing for executing the next normal processing has been reached.
[0243] In step Ss0409, if it is determined that a predetermined time (4 msec) has not elapsed since the start of the current normal processing (Ss0409: NO), then in steps Ss0410 and Ss0411, the random number initial value counter CINI and the variation type counter CS are repeatedly updated within the remaining time until the next normal processing is executed. Specifically, in step Ss0410, 1 is added to the random number initial value counter CINI, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the random number initial value counter CINI is then stored in the corresponding buffer area of RAM64. Also, in step Ss0411, 1 is added to the variation type counter CS, and when the counter value reaches its maximum value, it is cleared to 0. The updated value of the variation type counter CS is then stored in the corresponding buffer area of RAM64.
[0244] On the other hand, if step Ss0409 determines that a predetermined time (4 msec) has elapsed since the start of the current normal processing (Ss0409: YES), the process returns to step Ss0402 and executes each of the processes from step Ss0402 to step Ss0408.
[0245] Furthermore, since the execution time of each process from step Ss0402 to step Ss0408 varies depending on the state of the game, the remaining time until the next normal process is executed is not constant but fluctuates. Therefore, by repeatedly updating the random initial value counter CINI and the variation type counter CS using this remaining time, the values of these counters can be randomly updated.
[0246] <Game turn control processing> Next, the game round control process will be explained. The game round control process is executed by the MPU 62 of the main control unit 60 as a subroutine of the normal process (Figure 24: Ss0405).
[0247] Figure 25 is a flowchart showing the game round control process. Step Ss0501 determines whether or not the open / close execution mode is in progress. Specifically, it determines whether or not the open / close execution mode flag in the various flag storage area 64g of RAM 64 is ON. As will be described later, the open / close execution mode flag is turned ON when the symbol changes in a game round in which a jackpot is won have finished and the game transitions to the open / close execution mode, and is turned OFF when the open / close execution mode ends. By determining in step Ss0501 whether or not the open / close execution mode is in progress, steps Ss0503 (and Ss0506) are not executed during the period when the open / close execution mode is in progress. As a result, it is possible to avoid starting a game round during the period when the open / close execution mode is in progress. Details are explained below.
[0248] In step Ss0501, if it is determined that the opening / closing execution mode flag is ON (Ss0501:YES), it is determined that the system is in opening / closing execution mode, and the game round control process ends without executing any of the processes from step Ss0502 onwards. In other words, when the system is in opening / closing execution mode, a game round will not start regardless of whether or not game balls have entered the first start gate (the central first start gate 33 and the right first start gate 44) or the second start gate 34. On the other hand, if it is determined in step Ss0501 that the system is not in opening / closing execution mode (Ss0501:NO), the process proceeds to step Ss0502.
[0249] In step Ss0502, it is determined whether the first variable flag in the various flag storage area 64g of RAM 64 is ON or OFF. The first variable flag is turned ON when the first start-up round of the game begins, and is turned OFF when the variable display in the first symbol display unit 37a stops and displays a stopped display. If it is determined in step Ss0502 that the first variable flag is not ON (Ss0502:NO), the process proceeds to step Ss0503.
[0250] Step Ss0503 executes the variable start process for the first start gate. This process initiates the game round for the first start gate. Details of the variable start process for the first start gate will be described later. After executing step Ss0503, proceed to step Ss0505.
[0251] On the other hand, if it is determined in step Ss0502 that the first variable flag is ON (Ss0502:YES), the process proceeds to step Ss0504.
[0252] Step Ss0504 executes the first variation stop process. The first variation stop process is the process to stop the variation of the symbols for the first start-up round that has been started. Details of the first variation stop process will be described later. After executing step Ss0504, proceed to step Ss0505.
[0253] In step Ss0505, it is determined whether the second variable flag in the various flag storage area 64g of RAM 64 is ON or OFF. The second variable flag is turned ON when the second start gate game round is started and is turned OFF when the variable display in the second symbol display unit 37b stops and displays a stopped display. If it is determined in step Ss0505 that the second variable flag is not ON (Ss0505:NO), the process proceeds to step Ss0506.
[0254] Step Ss0506 executes the variable start process for the second start gate. This process initiates a game round for the second start gate. Details of the variable start process for the second start gate will be described later. After executing step Ss0506, this game round control process is terminated.
[0255] On the other hand, if it is determined in step Ss0505 that the second variation flag is ON (Ss0505:YES), the process proceeds to step Ss0507.
[0256] Step Ss0507 executes the second variation stop process. The second variation stop process is a process to stop the variation of the symbols for the second start slot game round that has been started. Details of the second variation stop process will be described later. After executing step Ss0507, this game round control process is terminated.
[0257] <Variable start processing for the first start port> Next, the variable start process for the first start gate will be explained. The variable start process for the first start gate is executed by the MPU 62 of the main control device 60 as a subroutine of the game round control process (Figure 25: Ss0503).
[0258] Figure 26 is a flowchart showing the variable start process for the first start port. In step Ss0601, it is determined whether the number of first start-reserved units RaN = 0. If it is determined in step Ss0601 that the number of first start-reserved units RaN = 0 (Ss0601: NO), the process proceeds to step Ss0602. On the other hand, if it is determined in step Ss0601 that the number of first start-reserved units RaN = 0 (Ss0601: YES), the variable start process for this first start port is terminated.
[0259] Step Ss0602 executes the first start gate hold information shift process. This process shifts the hold information stored in the first hold area Ra. Details of the first start gate hold information shift process will be described later. After executing step Ss0602, proceed to step Ss0603.
[0260] Step Ss0603 executes the judgment process for the first starting gate. In the judgment process for the first starting gate, a winning lottery is performed based on special information stored in the judgment process execution area 64c. Specifically, based on the values of the winning random number counter C1, the big win type counter C2, and the reach random number counter C3 stored in the judgment process execution area 64c, a win / fail judgment is performed to determine whether there is a big win or a small win (normal small win, special small win), a distribution judgment is performed to assign the big win type, and a reach judgment is performed to determine whether a reach has occurred. Details of the judgment process for the first starting gate will be described later. Hereafter, if both a normal small win and a special small win are included, it will simply be referred to as a "small win". After executing step Ss0603, proceed to step Ss0604.
[0261] Step Ss0604 executes the process for setting the variation time for the first start gate. In this process, the variation time, which is the time from when the symbols start to change until they stop, is set. Details of the process for setting the variation time for the first start gate will be described later. After executing step Ss0604, proceed to step Ss0605.
[0262] In step Ss0605, the first variation command is set. The first variation command includes information indicating that the current game round relates to special information obtained based on the entry of game balls into the first starting gates (central first starting gate 33, right first starting gate 44), as well as information on whether a reach occurred and the variation time set in step Ss0604. After executing step Ss0605, proceed to step Ss0606.
[0263] Step Ss0606 sets the first type command. The first type command includes information about whether or not there is a jackpot and information about the type of jackpot. Specifically, the first type command includes information about 16R probability variation jackpots, 8R probability variation jackpots, 8R regular jackpots, minor wins (regular minor wins, special minor wins), or losses.
[0264] The first variation command and the first type command set in steps Ss0605 and Ss0606 are transmitted to the sound and light emission control device 90 by step Ss0402 in the normal processing (Figure 24). Based on the received variation command and the first type command, the sound and light emission control device 90 determines the content of the performance for that game round and controls various devices so that the determined content of the performance is executed. After executing step Ss0606, the process proceeds to step Ss0607.
[0265] In step Ss0607, the variable display in the first symbol display unit 37a is started, and then the process proceeds to step Ss0608, where the first variable display flag is turned ON. The first variable display flag is turned ON when the first start-up round of the game is started, and turned OFF when the variable display in the first symbol display unit 37a becomes a stopped display. After executing step Ss0608, the process proceeds to step Ss0609.
[0266] In step Ss0609, the value of the game count counter PNC is decremented by 1. When the high-frequency support mode is started, a value is set in the game count counter PNC, and the counter value is decremented by 1 each time a game is played. After executing step Ss0609, the variation start process for this first start gate is terminated.
[0267] <Hold information shift processing for the first start gate> Next, the first start gate hold information shift processing will be described. The first start gate hold information shift processing is executed by the MPU 62 of the main control unit 60 as a subroutine (Figure 26: Ss0602) of the first start gate change start processing.
[0268] Figure 27 is a flowchart showing the shifting process for the first start gate's hold information. In step Ss0701, the number of first start hold items RaN in the first hold area Ra is deducted by 1. Then, the process proceeds to step Ss0702.
[0269] In step Ss0702, the data (reserved information) stored in the first area of the first reserved area Ra is moved to the first execution area of the judgment processing execution area 64c. Then, the process proceeds to step Ss0703.
[0270] Step Ss0703 executes a process to shift the data stored in the memory area of the first hold area Ra. This data shift process sequentially shifts the data stored in the first to fourth areas to the lower areas. Specifically, it clears the data in the first area and shifts the data within each area, such as from the second area to the first area, from the third area to the second area, and from the fourth area to the third area. After executing step Ss0703, the main hold information shift process for the first start gate is terminated.
[0271] <Determination process for the first start port> Next, the determination process for the first start port will be explained. The determination process for the first start port is executed by the MPU 62 of the main control unit 60 as a subroutine (Figure 26: Ss0603) of the variation start process for the first start port.
[0272] Figure 28 is a flowchart showing the determination process for the first start gate. In step Ss0801, it is determined whether the win / loss lottery mode is in high probability mode. Specifically, it is determined whether the high probability mode flag in the various flag storage area 64g of RAM 64 is ON. The high probability mode flag is a flag used by the MPU 62 to identify whether the win / loss lottery mode is in high probability mode. In this embodiment, it is turned ON when the opening / closing execution mode related to the winning of a probability-increasing jackpot ends, and turned OFF when the opening / closing execution mode related to the winning of the next jackpot begins. Furthermore, in this embodiment, the high probability mode flag is turned OFF when a game ball enters the drop-off gate 252 provided in the start gate unit 200. If it is determined in step Ss0801 that it is in high probability mode (Ss0801:YES), the process proceeds to step Ss0802.
[0273] In step Ss0802, a win / loss determination is made by referring to the win / loss table for the first starting gate (for high probability mode). Specifically, it is determined whether the value of the winning random number counter C1 stored in the determination processing execution area 64c matches the value set as a jackpot in the win / loss table for the first starting gate (for high probability mode) shown in Figure 13(b). After that, the process proceeds to step Ss0804. On the other hand, if it is determined in step Ss0801 that it is not high probability mode (Ss0801:NO), the process proceeds to step Ss0803.
[0274] In step Ss0803, a win / loss determination is made by referring to the win / loss table for the first starting gate (for low probability mode). Specifically, it is determined whether the value of the winning random number counter C1 stored in the determination processing execution area 64c matches the value set as a jackpot in the win / loss table for the first starting gate (for low probability mode) shown in Figure 13(a). After that, the process proceeds to step Ss0804.
[0275] Step Ss0804 determines whether the result of the win / fail judgment in Step Ss0802 or Step Ss0803 is a jackpot. If the result of the win / fail judgment in Step Ss0804 is determined to be a jackpot (Ss0804:YES), proceed to Step Ss0805.
[0276] In step Ss0805, the first win flag in the various flag storage area 64g of RAM64 is turned ON. The first win flag is turned ON when the result of the win lottery, which is performed when a game ball enters the first start opening (the first start opening on the central side 33 or the first start opening on the right side 44), is a "big win", a "special small win", or a "regular small win". This flag is turned OFF when the display of the first symbol changes due to the game ball entering the first start opening stops and the display becomes stopped. After executing step Ss0805, the process proceeds to step Ss0806.
[0277] In step Ss0806, a distribution determination is made by referring to the distribution table for the first starting gate (see Figure 15(a)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the determination processing execution area 64c falls within the numerical range of any jackpot type. After executing step Ss0806, the process proceeds to step Ss0807.
[0278] In step Ss0807, it is determined whether the result of the distribution judgment (jackpot type) in step Ss0806 is a probability variation jackpot. If it is determined in step Ss0807 that the distributed jackpot type is a probability variation jackpot (Ss0807:YES), the process proceeds to step Ss0808.
[0279] In step Ss0808, the probability variation jackpot flag (jackpot type flag) corresponding to the jackpot type assigned in step Ss0806 is turned ON. After executing step Ss0808, proceed to step Ss0809.
[0280] In step Ss0809, the process for setting the stop symbols for a probability variation jackpot is executed. In the process for setting the stop symbols for a probability variation jackpot, the process is executed to set which stop result to display on the first symbol display unit 37a before ending the variation display (stop display) in the current game round which will result in a probability variation jackpot. Specifically, by referring to the stop result table for probability variation jackpots stored in the stop result table storage area 63e, the address information of the stop result data corresponding to the jackpot type assigned in step Ss0806 is obtained, and this address information is stored in the stop result address storage area of RAM 64. After executing step Ss0809, the judgment process for this first start gate is terminated.
[0281] In step Ss0807, if it is determined that the assigned jackpot type is not a probability-increasing jackpot (Ss0807:NO), that is, if the assigned jackpot type is a regular jackpot, proceed to step Ss0810.
[0282] In step Ss0810, the normal jackpot flag (jackpot type flag) corresponding to the jackpot type assigned in step Ss0806 is turned ON. After executing step Ss0810, proceed to step Ss0811.
[0283] Step Ss0811 executes the stop symbol setting process for a normal jackpot. In the stop symbol setting process for a normal jackpot, a process is executed to set which stop result to display on the first symbol display unit 37a before ending the variation display (stop display) in the current game round which will result in a normal jackpot. Specifically, by referring to the stop result table for normal jackpots stored in the stop result table storage area 63e, the address information of the stop result data corresponding to the jackpot type assigned in step Ss0806 is obtained, and this address information is stored in the stop result address storage area of RAM 64. After executing step Ss0811, the judgment process for this first start gate is terminated.
[0284] In step Ss0804, if the result of the win / fail judgment in step Ss0802 or step Ss0803 is determined not to be a jackpot (Ss0804:NO), the process proceeds to step Ss0812 to determine whether the result of the win / fail judgment in step Ss0802 or step Ss0803 is a regular minor win. In step Ss0812, if the result of the win / fail judgment is determined to be a regular minor win (Ss0812:YES), the process proceeds to step Ss0813 to turn ON the regular minor win flag in the various flag storage area 64g of RAM64. After executing step Ss0813, the process proceeds to step Ss0814.
[0285] In step Ss0814, the process for setting the stop symbols for a normal minor win is executed. In the process for setting the stop symbols for a normal minor win, the second symbol display unit 37b is configured to set which stop result to display when the variation display ends (stop display) for the current game round which will result in a normal minor win. Specifically, the address information of the stop result data corresponding to a normal minor win is obtained by referring to the stop result table for normal minor wins stored in the stop result table storage area 63e, and this address information is stored in the stop result address storage area of RAM 64. After executing step Ss0814, the process proceeds to step Ss0819.
[0286] In step Ss0812, if the result of the win / failure determination in step Ss0802 or step Ss0803 is determined not to be a normal minor win (Ss0812: NO), the process proceeds to step Ss0815 to determine whether the result of the win / failure determination in step Ss0802 or step Ss0803 is a special minor win. In step Ss0815, if the result of the win / failure determination is determined to be a special minor win (Ss0815: YES), the process proceeds to step Ss0816 to turn ON the special minor win flag in the various flag storage area 64g of RAM 64. After that, the process proceeds to step Ss0817 to set the special minor win command. The special minor win command is a command to notify the sound and light emission control device 90 that a special minor win has been won in the win lottery. After executing step Ss0817, the process proceeds to step Ss0818.
[0287] Step Ss0818 executes the stop symbol setting process for special minor wins. In the stop symbol setting process for special minor wins, a process is executed to set which stop result to display on the second symbol display unit 37b before ending the variation display (stop display) in the current game round which will result in a special minor win. Specifically, by referring to the stop result table for special minor wins stored in the stop result table storage area 63e, the address information of the stop result data corresponding to the special minor win is obtained, and that address information is stored in the stop result address storage area of RAM 64. After executing step Ss0818, the process proceeds to step Ss0819.
[0288] In step Ss0819, the first win flag in the various flag storage area 64g of RAM64 is turned ON. The first win flag is turned ON when the result of the win lottery, which is performed when a game ball enters the first start gate (central first start gate 33 or right first start gate 44), is a "big win", "special small win", or "normal small win". This flag is turned OFF when the display of the first symbol changes due to the game ball entering the first start gate stops and the display becomes stopped. After executing step Ss0819, the judgment process for this first start gate is terminated.
[0289] If, in step Ss0815, the result of the win / loss determination is determined to be not a special minor win (Ss0815: NO), proceed to step Ss820.
[0290] In step Ss820, the game checks whether a reach occurs by referring to the reach determination table stored in the reach determination table storage area 63c of ROM 63. Specifically, it checks whether the value of the reach random number counter C3 stored in the determination processing execution area 64c matches the value set as a reach occurrence in the referenced reach determination table. This process in step Ss0820 is executed when the result of the win / loss determination (winning lottery) in step Ss0804 is neither a big win nor a small win (normal small win, special small win). In other words, in step Ss0820, it is determined whether a reach occurs in a game round where the result of the win / loss determination is neither a big win nor a small win (normal small win, special small win). After executing step Ss0820, the game proceeds to step Ss0821.
[0291] Step Ss0821 determines whether the result of the reach determination in step Ss0820 is a reach or not. If it is determined in step Ss0821 that a reach has occurred (Ss0821:YES), the process proceeds to step Ss0822, and the reach occurrence flag in the various flag storage area 64g of RAM64 is turned ON. After executing step Ss0822, the process proceeds to step Ss0823. If it is determined in step Ss0821 that a reach has not occurred (Ss0821:NO), the process proceeds directly to step Ss0823.
[0292] In step Ss0823, the process for setting the stop symbols for a losing outcome is executed. In the process for setting the stop symbols for a losing outcome, the first symbol display unit 37a is configured to display which stop result before the variation display ends (stops) in the current game round which will result in a loss. Specifically, by referring to the stop result table for losing outcomes in the stop result table storage area 63e, the address information of the stop result data corresponding to the value of the winning random number counter C1 stored in the judgment processing execution area 64c is obtained, and this address information is stored in the stop result address storage area of RAM 64. After executing step Ss0823, the judgment processing for this first start gate is terminated.
[0293] <Setting process for variable time for the first start port> Next, the process for setting the variable time for the first start port will be explained. The process for setting the variable time for the first start port is executed by the MPU 62 of the main control unit 60 as a subroutine (Figure 26: Ss0604) of the variable start process for the first start port.
[0294] Figure 29 is a flowchart showing the process for setting the variation time for the first start gate. In step Ss0901, the value of the variation type counter CS stored in the variation type counter buffer in the lottery counter buffer 64a of RAM 64 is obtained. Then, the process proceeds to step Ss0902.
[0295] Step Ss0902 determines whether the high probability mode flag is ON or NOT ON. If it is determined in step Ss0902 that the high probability mode flag is NOT ON (Ss0902:NO), proceed to step Ss0903.
[0296] Step Ss0903 determines whether the high-frequency support mode flag is ON or NOT ON. If it is determined in step Ss0903 that the high-frequency support mode flag is NOT ON (Ss0903:NO), the process proceeds to step Ss0904.
[0297] Step Ss0904 executes the process for acquiring variation time information for the first start gate in a low probability low support state. This process acquires variation time information for the first start gate when the first start gate game round is executed while the lottery mode is in low probability mode and the support mode is in low frequency support mode. Specifically, it acquires variation time information for the first start gate game round when the first start gate game round is executed in the low probability low support state (state H1) shown in Figure 19. Details of the process for acquiring variation time information for the first start gate in a low probability low support state will be described later. After executing step Ss0904, proceed to step Ss0909.
[0298] On the other hand, if it is determined in step Ss0903 that the high-frequency support mode flag is ON (Ss0903:YES), the process proceeds to step Ss0905.
[0299] Step Ss0905 executes the process for acquiring variation time information for the first starting gate when it is in a low probability high support state. This process acquires variation time information for the first starting gate when it is played while the lottery mode is in low probability mode and the support mode is in high frequency support mode. Specifically, it acquires variation time information for the first starting gate when it is played while it is in the low probability high support state (state H3) as shown in Figure 19. Details of the process for acquiring variation time information for the first starting gate when it is played will be described later. After executing step Ss0905, proceed to step Ss0909.
[0300] On the other hand, if it is determined in step Ss0902 that the high probability mode flag is ON (Ss0902:YES), the process proceeds to step Ss0906.
[0301] Step Ss0906 determines whether the high-frequency support mode flag is ON. If it is determined in step Ss0906 that the high-frequency support mode flag is ON (Ss0906:YES), the process proceeds to step Ss0907.
[0302] Step Ss0907 executes the process for acquiring variation time information for the first start gate when it is in a high probability, high support state. This process acquires variation time information for the first start gate when it is played while the lottery mode is in high probability mode and the support mode is in high frequency support mode. Specifically, it acquires variation time information for the first start gate when it is played while it is in a high probability, high support state (state H5) as shown in Figure 19. Details of the process for acquiring variation time information for the first start gate when it is played will be described later. After executing step Ss0907, proceed to step Ss0909.
[0303] On the other hand, if it is determined in step Ss0906 that the high-frequency support mode flag is not ON (Ss0906:NO), the process proceeds to step Ss0908.
[0304] Step Ss0908 executes the process for acquiring variation time information for the first start gate when it is in a high probability low support state. This process acquires variation time information for the first start gate when it is executed while the lottery mode is in high probability mode and the support mode is in low frequency support mode. Specifically, it is the process for acquiring variation time information for the first start gate when it is executed while it is in a high probability low support state (state H6) as shown in Figure 19. Details of the process for acquiring variation time information for the first start gate when it is in a high probability low support state will be described later. After executing step Ss0908, proceed to step Ss0909.
[0305] In step Ss0909, the variable time information obtained in steps Ss0904, Ss0905, Ss0907, and Ss0908 is set in the variable time counter area provided in the various counter areas 64f of RAM 64. After that, the variable time setting process for this first start port is terminated.
[0306] <Processing for acquiring variable time information during low probability low support state for the first starting gate> Next, the process for acquiring variable time information during the low probability low support state for the first start gate will be explained. The process for acquiring variable time information during the low probability low support state for the first start gate is executed by the MPU 62 of the main control unit 60 as a subroutine (Figure 29: Ss0904) of the variable time setting process for the first start gate.
[0307] Figure 30 is a flowchart showing the process for acquiring variation time information during a low probability low support state for the first starting gate. In step Ss1001, it is determined whether the result of the win / loss judgment for the current game round is a jackpot or not. Specifically, it is determined whether the probability variation jackpot flag or the normal jackpot flag is ON, and if either flag is ON (Ss1001:YES), the process proceeds to step Ss1002.
[0308] In step Ss1002, the system identifies the jackpot Next, by referring to the identified jackpot variation time table, variation time information corresponding to the value of the variation type counter CS obtained in step Ss0901 (Figure 29) is acquired. After executing step Ss1002, the process of acquiring variation time information for the low probability low support state for the first start gate is terminated.
[0309] On the other hand, if in step Ss1001 the result of the win / loss judgment for this round of play is determined to be not a jackpot (step Ss1001: NO), the game proceeds to step Ss1003.
[0310] Step Ss1003 determines whether or not a reach will occur in the current game round. If it is determined in Step Ss1003 that a reach will occur in the current game round (Step Ss1003: YES), proceed to Step Ss1004.
[0311] In step Ss1004, the system identifies a variable time table for generating a reach from the group of variable time tables for low probability and low support states stored in the variable time table storage area 63d of the ROM 63, and obtains variable time information corresponding to the value of the current variable type counter CS by referring to the identified variable time table for generating a reach. Specifically, first, from (i) to (iii), the system identifies (ii), the variable time table for generating a reach that is used when a reach occurs in a low probability and low support state without winning a jackpot in the winning lottery. (ii) is, for example, a variable time table for performing a normal reach generation animation. Next, by referring to the identified variable time table for generating a reach, the system obtains variable time information corresponding to the value of the variable type counter CS obtained in step Ss0901 (Figure 29). After executing step Ss1004, the system terminates the process of obtaining variable time information for the low probability and low support state for the first start gate.
[0312] If it is determined in step Ss1003 that no reach will occur in this round of play (step Ss1003: NO), proceed to step Ss1005.
[0313] In step Ss1005, the variable time table for when a reach does not occur is identified from the group of variable time tables for low probability low support states stored in the variable time table storage area 63d of ROM 63. By referring to the identified variable time table for when a reach does not occur, the variable time information corresponding to the value of the current variable type counter CS is obtained. Specifically, first, from (i) to (iii), the variable time table for when a reach does not occur is identified, which is used when a big win is not achieved in the winning lottery in the low probability low support state. (iii) is, for example, a variable time table for when a reach does not occur. Next, by referring to the identified variable time table for when a reach does not occur, the variable time information corresponding to the value of the variable type counter CS obtained in step Ss0901 (Figure 29) is obtained. After executing step Ss1005, the process of obtaining variable time information for the low probability low support state for the first start gate is terminated.
[0314] <Processing for acquiring variable time information during low probability high support state for the first starting gate> Next, the process for acquiring fluctuation time information during the low probability high support state for the first start gate will be explained. The process for acquiring fluctuation time information during the low probability high support state for the first start gate is executed by the MPU 62 of the main control unit 60 as a subroutine (Figure 29: Ss0905) of the fluctuation time setting process for the first start gate.
[0315] Figure 31 is a flowchart showing the process for acquiring variation time information during low probability high support state for the first start gate. In step Ss1101, it is determined whether the result of the win / loss judgment for the current game round is a jackpot or not. Specifically, it is determined whether the probability variation jackpot flag or the normal jackpot flag is ON, and if either flag is ON (Ss1101: YES), the process proceeds to step Ss1102.
[0316] In step Ss1102, the system identifies the jackpot After executing step Ss1102, the process of acquiring variable time information for the low probability high support state for the first start gate is terminated.
[0317] On the other hand, if in step Ss1101 the result of the win / loss judgment for this round of play is determined to be not a jackpot (step Ss1101: NO), the game proceeds to step Ss1103.
[0318] Step Ss1103 determines whether a reach will occur in the current game round. If it is determined in Step Ss1103 that a reach will occur in the current game round (Step Ss1103: YES), proceed to Step Ss1104.
[0319] In step Ss1104, the system identifies a variable time table for generating a reach from the group of variable time tables for low probability high support states stored in the variable time table storage area 63d of the ROM 63, and obtains variable time information corresponding to the value of the current variable type counter CS by referring to the identified variable time table for generating a reach. Specifically, first, from (iv) and (v), the system identifies (v) the variable time table for generating a reach, which is used when a reach occurs in the low probability high support state without winning a jackpot in the winning lottery. Next, by referring to the identified variable time table for generating a reach, the system obtains variable time information corresponding to the value of the variable type counter CS obtained in step Ss0901 (Figure 29). After executing step Ss1104, the process of obtaining variable time information for the low probability high support state for the first start gate is terminated.
[0320] If it is determined in step Ss1103 that no reach will occur in this round of play (step Ss1103: NO), proceed to step Ss1105.
[0321] In step Ss1105, the variable time table for when a reach does not occur is identified from the group of variable time tables for low probability high support states stored in the variable time table storage area 63d of ROM 63. By referring to the identified variable time table for when a reach does not occur, the variable time information corresponding to the value of the variable type counter CS is obtained. Specifically, first, from (iv) to (iv), the variable time table for when a reach does not occur, used when a jackpot is not won in the winning lottery in the low probability high support state, is identified. Next, by referring to the identified variable time table for when a reach does not occur, the variable time information corresponding to the value of the variable type counter CS obtained in step Ss0901 (Figure 29) is obtained. After executing step Ss1105, the process of obtaining variable time information for the low probability high support state for the first start gate is terminated.
[0322] <Processing for acquiring fluctuation time information during high probability high support state for the first starting gate> Next, the process for acquiring information on the fluctuation time during the high probability and high support state for the first start gate will be explained. The process for acquiring information on the fluctuation time during the high probability and high support state for the first start gate is executed by the MPU 62 of the main control unit 60 as a subroutine (Figure 29: Ss0907) of the setting process for the fluctuation time for the first start gate.
[0323] Figure 32 is a flowchart showing the process for acquiring variation time information during a high probability high support state for the first starting gate. In step Ss1201, it is determined whether the result of the win / loss judgment for the current game round is a jackpot or not. Specifically, it is determined whether the probability variation jackpot flag or the normal jackpot flag is ON, and if either flag is ON (Ss1201: YES), the process proceeds to step Ss1202.
[0324] In step Ss1202, the variable time table for big wins is identified from the group of variable time tables for high probability and high support states stored in the variable time table storage area 63d of ROM 63, and by referring to the identified variable time table for big wins, the variable time information corresponding to the value of the variable type counter CS is obtained. The group of variable time tables for high probability and high support states includes: (vii) a variable time table for big wins used when a big win is achieved in the winning lottery in the high probability and high support state; (viii) a variable time table for special minor wins used when a special minor win is achieved in the winning lottery in the high probability and high support state; and (ix) a variable time table for normal minor wins used when a normal minor win is achieved in the winning lottery in the high probability and high support state. In step Ss1202, first, (vii) is identified from (vii) to (ix). Next, by referring to the identified variable time table for big wins, the variable time information corresponding to the value of the variable type counter CS obtained in step Ss0901 (Figure 29) is obtained. After executing step Ss1202, the process of acquiring information on the variation time during the high probability high support state for the first starting gate is terminated.
[0325] On the other hand, if in step Ss1201 the result of the win / loss judgment for this game round is determined to be not a jackpot (step Ss1201: NO), the game proceeds to step Ss1203.
[0326] Step Ss1203 determines whether the result of the win / loss judgment for the current game round is a special minor win. Specifically, it determines whether the special minor win flag is ON, and if it is determined that the special minor win flag is ON (Ss1203: YES), the process proceeds to step Ss1204.
[0327] In step Ss1204, the variable time table for special minor wins is identified from the group of variable time tables for high probability and high support states stored in the variable time table storage area 63d of ROM 63. By referring to the identified variable time table for special minor wins, the variable time information corresponding to the value of the current variable type counter CS is obtained. Specifically, first, from (vii) to (ix), the variable time table for special minor wins used when a special minor win is won in the winning lottery during the high probability and high support state is identified. Next, by referring to the identified variable time table for special minor wins, the variable time information corresponding to the value of the variable type counter CS obtained in step Ss0901 (Figure 29) is obtained. After executing step Ss1204, the process of obtaining variable time information for the high probability and high support state for the first start gate is terminated.
[0328] In step Ss1203, if the result of the win / loss judgment for this game round is determined not to be a special minor win (Ss1203: NO), proceed to step Ss1205.
[0329] In step Ss1205, the variable time table for normal minor wins is identified from the group of variable time tables for high probability and high support states stored in the variable time table storage area 63d of ROM 63. By referring to the identified variable time table for normal minor wins, the variable time information corresponding to the value of the variable type counter CS is obtained. Specifically, first, from (vii) to (ix), the variable time table for normal minor wins used when a normal minor win is won in the winning lottery in the high probability and high support state is identified. Next, by referring to the identified variable time table for normal minor wins, the variable time information corresponding to the value of the variable type counter CS obtained in step Ss0901 (Figure 29) is obtained. After executing step Ss1205, the process of obtaining variable time information for the high probability and high support state for the first start gate is terminated.
[0330] <Processing for acquiring variation time information during high probability low support state for the first starting gate> Next, the process for acquiring information on the fluctuation time during the high probability low support state for the first start gate will be explained. The process for acquiring information on the fluctuation time during the high probability low support state for the first start gate is executed by the MPU 62 of the main control unit 60 as a subroutine (Figure 29: Ss0907) of the setting process for the fluctuation time for the first start gate.
[0331] Figure 33 is a flowchart showing the process for acquiring variation time information during high probability low support state for the first start gate. In step Ss1301, it is determined whether the result of the win / loss judgment for the current game round is a jackpot or not. Specifically, it is determined whether the probability variation jackpot flag or the normal jackpot flag is ON, and if either flag is ON (Ss1301: YES), the process proceeds to step Ss1302.
[0332] In step Ss1302, the variable time table for big wins is identified from the group of variable time tables for high probability low support states stored in the variable time table storage area 63d of ROM 63, and the variable time information corresponding to the value of the current variable type counter CS is obtained by referring to the identified variable time table for big wins. The group of variable time tables for high probability low support states includes (x) a variable time table for big wins used when a big win is achieved in the winning lottery in the high probability low support state, and (xi) a variable time table for small wins used when a small win (normal small win, special small win) is achieved in the winning lottery in the high probability low support state. In step Ss1302, first, (x) is identified from (x) and (xi). Next, the variable time information corresponding to the value of the variable type counter CS obtained in step Ss0901 (Figure 29) is obtained by referring to the identified variable time table for big wins. After executing step Ss1302, the process of obtaining variable time information for high probability low support states for the first start gate is terminated.
[0333] On the other hand, if, in step Ss1301, the result of the win / loss determination for this round of play is determined not to be a big win (i.e., it is determined to be a minor win) (step Ss1301: NO), then proceed to step Ss1303.
[0334] In step Ss1303, the variable time table for minor wins is identified from the group of variable time tables for high probability low support states stored in the variable time table storage area 63d of ROM 63, and the variable time information corresponding to the value of the current variable type counter CS is obtained by referring to the identified variable time table for minor wins. Specifically, first, from (x) and (xi), the variable time table for minor wins used when a minor win (normal minor win, special minor win) is won in the winning lottery in the high probability low support state is identified. Next, the variable time information corresponding to the value of the variable type counter CS obtained in step Ss0901 (Figure 29) is obtained by referring to the identified variable time table for minor wins. After executing step Ss1303, the process of obtaining variable time information for the high probability low support state for the first start gate is terminated.
[0335] <First fluctuation stop processing> Next, the first variation stop process will be explained. The first variation stop process is executed by the main MPU 62 of the main control device 60 as a subroutine (Figure 25: Ss504) of the game round control process.
[0336] Figure 34 is a flowchart showing the first variation stop process. In step Ss1401, it is determined whether the second win flag in the various flag storage area 64g of RAM 64 is ON or OFF. The second win flag is turned ON when the result of the win lottery executed when a game ball enters the second start opening 34 is a "jackpot," and the variation display of the second symbol due to the game ball entering the second start opening 34 stops and is turned OFF when the display becomes stopped. If it is determined in step Ss1401 that the second win flag is not ON (Ss1401:NO), the process proceeds to step Ss1402.
[0337] In step Ss1402, it is determined whether the variation time for the first symbol display unit 37a has ended. Specifically, it is determined whether the variation time for the first symbol set in the variation time setting process for the first start gate (Figure 29) has elapsed. If it is determined in step Ss1402 that the variation time for the first symbol display unit 37a has ended (Ss1402:YES), the process proceeds to step Ss1403. On the other hand, if it is determined in step Ss1402 that the variation time for the first symbol display unit 37a has not ended (Ss1402:NO), the process proceeds to step Ss1411.
[0338] In step Ss1403, the fluctuation of the first symbol display unit 37a is stopped. That is, the first symbol of the first symbol display unit 37a is changed from a state of fluctuation display to a state of stopped display. The combination of symbols to be stopped (stopped symbols) is set in steps Ss0809, Ss0811, Ss0814, Ss0818, or Ss0823 of the determination process for the first start gate (Figure 28). After executing step Ss1403, the process proceeds to step Ss1404.
[0339] In step Ss1404, the first variable flag in the various flag storage area 64g of RAM 64 is turned OFF. As described above, the first variable flag is turned ON when the first symbol on the first symbol display unit 37a starts to vary when a game ball enters the first start opening (central first start opening 33, right first start opening 44), and is turned OFF when the first symbol stops varying. After executing step Ss1404, the process proceeds to step Ss1405.
[0340] In step Ss1405, it is determined whether the second fluctuation flag in the various flag storage area 64g of RAM 64 is ON or OFF. As described above, the second fluctuation flag is turned ON when the second symbol on the second symbol display unit 37b starts to fluctuate, triggered by a game ball entering the second start opening 34, and is turned OFF when the second symbol stops fluctuating. If it is determined in step Ss1405 that the second fluctuation flag is NOT ON (Ss1405:NO), the process proceeds to step Ss1406.
[0341] In step Ss1406, the first hit flag is turned OFF. After that, the first variation stop process is terminated.
[0342] On the other hand, if it is determined in step Ss1405 that the second variation flag is ON (Ss1405:YES), the process proceeds to step Ss1411.
[0343] If it is determined in step Ss1401 that the second hit flag is ON (Ss1401:YES), proceed to step Ss1407.
[0344] In step Ss1407, it is determined whether the variation time for the second symbol display unit 37b has ended. Specifically, it is determined whether the variation time for the second symbol set in the variation time setting process for the second start port (Figure 38), which will be described later, has elapsed. If it is determined in step Ss1407 that the variation time for the second symbol display unit 37b has not ended (Ss1407:NO), the process proceeds to step Ss1402. On the other hand, if it is determined in step Ss1407 that the variation time for the second symbol display unit 37b has ended (Ss1407:YES), the process proceeds to step Ss1408.
[0345] In step Ss1408, the second flag in the various flag storage area 64g of RAM64 is turned OFF. After executing step Ss1408, the process proceeds to step Ss1409.
[0346] In step Ss1409, the movement of the first symbol display unit 37a is stopped. That is, the first symbol of the first symbol display unit 37a is changed from a state of movement to a stopped state. In this embodiment, the symbol to be stopped (stopped symbol) is a stop symbol for losing. Furthermore, in step Ss1409, various flags such as the probability variation jackpot flag and the normal jackpot flag related to the first start gate game round are changed to OFF, and even if a jackpot or minor win (special minor win, normal minor win) is won in the winning lottery related to the first start gate game round, those wins are invalidated. After executing step Ss1409, the process proceeds to step Ss1410.
[0347] In step Ss1410, the first variable flag in the various flag storage area 64g of RAM64 is turned OFF. Then, the process proceeds to step Ss1411.
[0348] Step Ss1411 determines whether the support mode is high-frequency support mode. Specifically, it determines whether the high-frequency support mode flag in the various flag storage area 64g of RAM64 is ON.
[0349] In step Ss1411, if it is determined that the high-frequency support mode flag is ON (Ss1411:YES), the process proceeds to step Ss1412 to determine whether the number of games played continuously in high-frequency support mode is before reaching the guaranteed number of games (e.g., 50 games) (i.e., within the guaranteed number of games). Specifically, it is determined whether the value of the guaranteed number of games counter PNC is greater than 0. Since the guaranteed number of games counter PNC indicates the remaining number of guaranteed games, by determining whether PNC > 0, it is possible to determine whether the number of games played continuously in high-frequency support mode is before reaching the guaranteed number of games.
[0350] In step Ss1412, if it is determined that the value of the guaranteed number of games counter PNC is not greater than 0 (step Ss1412: NO), that is, if it is determined that the number of games is not within the guaranteed number of games, the process proceeds to step Ss1413, and the high-frequency support mode flag is turned OFF. After executing step Ss1413, the process proceeds to step Ss1414.
[0351] In step Ss1414, the low-frequency support mode command is set. The low-frequency support mode command is a command to notify the voice emission control device 90 that the support mode is low-frequency support mode. The low-frequency support mode command is sent to the voice emission control device 90 in step Ss0402 in normal processing (Figure 24). After executing step Ss1414, the process proceeds to step Ss1415.
[0352] Step Ss1415 determines whether the lottery mode is in high probability mode. Specifically, it determines whether the high probability mode flag in the various flag storage area 64g of RAM64 is ON.
[0353] In step Ss1415, if it is determined that the high probability mode flag is ON (Ss1411: YES), the process proceeds to step Ss1416 to set the invincible zone command. The invincible zone command is a command to notify the sound and light emission control device 90 that the system has transitioned from a high probability high support state to a high probability low support state (invincible zone). The invincible zone command is sent to the sound and light emission control device 90 in step Ss0402 of the normal process (Figure 24). After executing step Ss1414, this first variation stop process is terminated.
[0354] In step Ss1415, if it is determined that the high probability mode flag is not ON (Ss1415:NO), this first variation stop process is terminated. In step Ss1411, if it is determined that the high frequency support mode flag is not ON (Ss1411:NO), this first variation stop process is terminated. Also, in step Ss1412, if it is determined that the value of the guaranteed game count counter PNC is greater than 0 (step Ss1412:YES), this first variation stop process is terminated.
[0355] <Variable start process for the second start port> Next, the variable start process for the second start gate will be explained. The variable start process for the second start gate is executed by the MPU 62 of the main control device 60 as a subroutine of the game round control process (Figure 25: Ss0506).
[0356] Figure 35 is a flowchart showing the variable start process for the second start port. In step Ss1501, it is determined whether the number of second start reserves RbN = 0. If it is determined in step Ss1501 that the number of second start reserves RbN = 0 (Ss1501: NO), the process proceeds to step Ss1502. On the other hand, if it is determined in step Ss1501 that the number of second start reserves RbN = 0 (Ss1501: YES), the variable start process for this second start port is terminated.
[0357] Step Ss1502 executes the second start gate hold information shift process. This process shifts the hold information stored in the second hold area Rb. Details of the second start gate hold information shift process will be described later. After executing step Ss1502, proceed to step Ss1503.
[0358] In step Ss1503, the determination process for the second starting gate is executed. In the determination process for the second starting gate, a winning lottery is performed based on special information stored in the determination process execution area 64c. Specifically, based on the values of the winning random number counter C1, the jackpot type counter C2, and the reach random number counter C3 stored in the determination process execution area 64c, a win / fail determination is made to determine whether there is a jackpot or a minor win, a distribution determination is made to assign jackpot types, and a reach determination is made to determine whether a reach has occurred. Details of the determination process for the second starting gate will be described later. After executing step Ss1503, the process proceeds to step Ss1504.
[0359] Step Ss1504 executes the process for setting the variation time for the second start gate. In this process, the variation time, which is the time from when the symbols start to change until they stop, is set. Details of the process for setting the variation time for the second start gate will be described later. After executing step Ss1504, proceed to step Ss1505.
[0360] In step Ss1505, the command for the second variation is set. The command for the second variation includes information indicating that the current game round is related to special information obtained based on the entry of a game ball into the second starting port 34, as well as information on whether a reach occurred and the variation time set in step Ss1504. After executing step Ss1505, proceed to step Ss1506.
[0361] In step Ss1506, the second type command is set. The second type command contains information about whether or not there is a jackpot and information about the type of jackpot. Specifically, the second type command contains information about 16R probability variation jackpots, 8R probability variation jackpots, 8R regular jackpots, or losses.
[0362] The variable command and the second type command set in steps Ss1505 and Ss1506 are transmitted to the sound and light emission control device 90 by step Ss0402 in the normal processing (Figure 24). Based on the received variable command and the second type command, the sound and light emission control device 90 determines the content of the performance for that game round and controls various devices so that the determined content of the performance is executed. After executing step Ss1506, the process proceeds to step Ss1507.
[0363] In step Ss1507, the variable display in the second symbol display unit 37b is started, and then the process proceeds to step Ss1508, where the second variable display flag is turned ON. The second variable display flag is turned ON when the second start gate game round is started, and is turned OFF when the variable display in the second symbol display unit 37b becomes a stopped display. After executing step Ss1508, the process proceeds to step Ss1509.
[0364] In step Ss1509, the value of the game count counter PNC is decremented by 1. When the high-frequency support mode is started, a value is set in the game count counter PNC, and the counter value is decremented by 1 each time a game is played. After executing step Ss1509, the variation start process for this second start gate is terminated.
[0365] <Second Start Port Hold Information Shift Processing> Next, the process for shifting the reserved information for the second start port will be explained. The process for shifting the reserved information for the second start port is executed by the MPU 62 of the main control unit 60 as a subroutine (Figure 35: Ss1502) of the variable start process for the second start port.
[0366] Figure 36 is a flowchart showing the process for shifting hold information for the second start gate. In step Ss1601, the number of second start hold items RbN in the second hold area Rb is subtracted by 1. Then, the process proceeds to step Ss1602.
[0367] In step Ss1602, the data (reserved information) stored in the first area of the second reserved area Rb is moved to the second execution area of the judgment processing execution area 64c. Then, the process proceeds to step Ss1603.
[0368] Step Ss1603 executes a process to shift the data stored in the memory area of the second hold area Rb. This data shift process sequentially shifts the data stored in the first to fourth areas to the lower areas. Specifically, it clears the data in the first area and shifts the data within each area, such as from the second area to the first area, from the third area to the second area, and from the fourth area to the third area. After executing step Ss1603, the hold information shift process for the second start gate is terminated.
[0369] <Determination process for the second start port> Next, the determination process for the second start port will be explained. The determination process for the second start port is executed by the MPU 62 of the main control unit 60 as a subroutine (Figure 35: Ss1503) of the variable start process for the second start port.
[0370] Figure 37 is a flowchart showing the determination process for the second start gate. In step Ss1701, it is determined whether the win / loss lottery mode is in high probability mode. Specifically, it is determined whether the high probability mode flag in the various flag storage area 64g of RAM 64 is ON. The high probability mode flag is a flag used by the MPU 62 to identify whether the win / loss lottery mode is in high probability mode. In this embodiment, it is turned ON when the opening / closing execution mode related to winning a probability-increasing jackpot ends, and turned OFF when the opening / closing execution mode related to winning a normal jackpot ends. Furthermore, in this embodiment, the high probability mode flag is turned OFF when a game ball enters the drop-off gate 252 provided in the start gate unit 200. If it is determined in step Ss1701 that it is in high probability mode (Ss1701:YES), the process proceeds to step Ss1702.
[0371] In step Ss1702, a win / loss determination is made by referring to the win / loss table for the second starting gate (for high probability mode). Specifically, it is determined whether the value of the winning random number counter C1 stored in the determination processing execution area 64c matches the value set as a jackpot in the win / loss table for the second starting gate (for high probability mode) shown in Figure 14(b). After that, the process proceeds to step Ss1704. On the other hand, if it is determined in step Ss1701 that it is not high probability mode (Ss1701:NO), the process proceeds to step Ss1703.
[0372] In step Ss1703, a win / loss determination is made by referring to the win / loss table for the second starting gate (for low probability mode). Specifically, it is determined whether the value of the winning random number counter C1 stored in the determination processing execution area 64c matches the value set as a jackpot in the win / loss table for the second starting gate (for low probability mode) shown in Figure 14(a). After that, the process proceeds to step Ss1704.
[0373] In step Ss1704, it is determined whether the result of the win / fail judgment in step Ss1702 or step Ss1703 is a jackpot. If it is determined in step Ss1704 that the result of the win / fail judgment is a jackpot (Ss1704:YES), proceed to step Ss1705.
[0374] In step Ss1705, the second win flag in the various flag storage area 64g of RAM64 is turned ON. The second win flag is turned ON when the result of the win lottery, which is executed when a game ball enters the second start opening 34, is a "jackpot". This flag is turned OFF when the display of the second symbol changes due to the game ball entering the second start opening 34 stops and the display becomes stopped. After executing step Ss1705, the process proceeds to step Ss1706.
[0375] In step Ss1706, a distribution determination is made by referring to the distribution table for the second starting gate (see Figure 15(b)). Specifically, it is determined whether the value of the jackpot type counter C2 stored in the determination processing execution area 64c falls within the numerical range of any jackpot type. After executing step Ss1706, the process proceeds to step Ss1707.
[0376] In step Ss1707, it is determined whether the result of the distribution judgment in step Ss1706 (jackpot type) is a probability variation jackpot. If it is determined in step Ss1707 that the distributed jackpot type is a probability variation jackpot (Ss1707:YES), the process proceeds to step Ss1708.
[0377] In step Ss1708, the probability variation jackpot flag (jackpot type flag) corresponding to the jackpot type assigned in step Ss1706 is turned ON. After executing step Ss1708, proceed to step Ss1709.
[0378] In step Ss1709, the process for setting the stop symbols for a probability variation jackpot is executed. In the process for setting the stop symbols for a probability variation jackpot, the process is executed to set which stop result to display on the second symbol display unit 37b before ending the variation display (stop display) in the current game round which will result in a probability variation jackpot. Specifically, by referring to the stop result table for probability variation jackpots stored in the stop result table storage area 63e, the address information of the stop result data corresponding to the jackpot type assigned in step Ss1706 is obtained, and this address information is stored in the stop result address storage area of RAM 64. After executing step Ss1709, the judgment process for this second start gate is terminated.
[0379] In step Ss1707, if it is determined that the assigned jackpot type is not a probability-increasing jackpot (Ss1707:NO), that is, if the assigned jackpot type is a regular jackpot, proceed to step Ss1710.
[0380] In step Ss1710, the normal jackpot flag (jackpot type flag) corresponding to the jackpot type assigned in step Ss1706 is turned ON. After executing step Ss1710, proceed to step Ss1711.
[0381] In step Ss1711, the process for setting the stop symbols for a normal jackpot is executed. In the process for setting the stop symbols for a normal jackpot, the second symbol display unit 37b is configured to display which stop result before the variation display ends (stop display) in the current round of play which will result in a normal jackpot. Specifically, by referring to the stop result table for normal jackpots stored in the stop result table storage area 63e, the address information of the stop result data corresponding to the jackpot type assigned in step Ss1706 is obtained, and this address information is stored in the stop result address storage area of RAM 64. After executing step Ss1711, the judgment process for this second start gate is terminated.
[0382] In step Ss1704, if the result of the hit / fail judgment in step Ss1702 or step Ss1703 is determined not to be a hit (Ss1704: NO), proceed to step Ss1712.
[0383] In step Ss1712, the game checks whether a reach occurs by referring to the reach determination table stored in the reach determination table storage area 63c of ROM 63. Specifically, it checks whether the value of the reach random number counter C3 stored in the determination processing execution area 64c matches the value set as a reach occurrence in the referenced reach determination table. This process in step Ss1712 is executed if the result of the win / fail determination (winning lottery) in step Ss1704 is not a jackpot. In other words, in step Ss1712, it is determined whether a reach occurs in a game round in which the win / fail determination result was not a jackpot. After executing step Ss1712, the game proceeds to step Ss1713.
[0384] Step Ss1713 determines whether the result of the reach determination in step Ss1712 is a reach or not. If it is determined in step Ss1713 that a reach has occurred (Ss1713:YES), the process proceeds to step Ss1714, and the reach occurrence flag in the various flag storage area 64g of RAM64 is turned ON. After executing step Ss1714, the process proceeds to step Ss1715. If it is determined in step Ss1713 that a reach has not occurred (Ss1713:NO), the process proceeds to step Ss1715 without executing step Ss1714.
[0385] In step Ss1715, the process for setting the stop symbols for a losing outcome is executed. In the process for setting the stop symbols for a losing outcome, the second symbol display unit 37b is configured to display which stop result before the variation display ends (stops) in the current game round which will result in a loss. Specifically, by referring to the stop result table for losing outcomes in the stop result table storage area 63e, the address information of the stop result data corresponding to the value of the winning random number counter C1 stored in the judgment processing execution area 64c is obtained, and this address information is stored in the stop result address storage area of RAM 64. After executing step Ss1715, the judgment processing for this second start gate is terminated.
[0386] <Setting process for variable time for the second start port> Next, the process for setting the variable time for the second start port will be explained. The process for setting the variable time for the second start port is executed by the MPU 62 of the main control unit 60 as a subroutine (Figure 35: Ss1504) of the variable start process for the second start port.
[0387] Figure 38 is a flowchart showing the process for setting the variation time for the second start gate. In step Ss1801, the value of the variation type counter CS stored in the variation type counter buffer in the lottery counter buffer 64a of RAM 64 is obtained. Then, the process proceeds to step Ss1802.
[0388] Step Ss1802 determines whether the high probability mode flag is ON or NOT ON. If it is determined in step Ss1802 that the high probability mode flag is NOT ON (Ss1802:NO), proceed to step Ss1803.
[0389] Step Ss1803 determines whether the high-frequency support mode flag is ON or OFF. If it is determined in step Ss1803 that the high-frequency support mode flag is NOT ON (Ss1803:NO), the process proceeds to step Ss1804.
[0390] Step Ss1804 executes the process for acquiring fluctuation time information for the second starting gate in a low probability, low support state. This process acquires fluctuation time information for the second starting gate when a game round for the second starting gate is executed while the lottery mode is in low probability mode and the support mode is in low frequency support mode. Specifically, it is the process for acquiring fluctuation time information for the second starting gate when a game round for the second starting gate is executed in the low probability, low support state (state H1) shown in Figure 19. Details of the process for acquiring fluctuation time information for the second starting gate in a low probability, low support state will be described later. After executing step Ss1804, proceed to step Ss1809.
[0391] On the other hand, if it is determined in step Ss1803 that the high-frequency support mode flag is ON (Ss1803:YES), the process proceeds to step Ss1805.
[0392] Step Ss1805 executes the process for acquiring fluctuation time information for the second starting gate when it is in a low probability high support state. This process acquires fluctuation time information for the second starting gate when it is in a low probability state and the support mode is in a high frequency support mode, and the game round for the second starting gate is executed. Specifically, this process acquires fluctuation time information for the second starting gate when it is in a low probability high support state (state H3) as shown in Figure 19. Details of the process for acquiring fluctuation time information for the second starting gate when it is in a low probability high support state will be described later. After executing step Ss1805, proceed to step Ss1809.
[0393] On the other hand, if it is determined in step Ss1802 that the high probability mode flag is ON (Ss1802:YES), the process proceeds to step Ss1806.
[0394] Step Ss1806 determines whether the high-frequency support mode flag is ON or not. If it is determined in step Ss1806 that the high-frequency support mode flag is ON (Ss1806:YES), the process proceeds to step Ss1807.
[0395] Step Ss1807 executes the process for acquiring fluctuation time information for the second starting gate when it is in a high probability, high support state. This process acquires fluctuation time information for the second starting gate when it is played while the lottery mode is in high probability mode and the support mode is in high frequency support mode. Specifically, it acquires fluctuation time information for the second starting gate when it is played while it is in a high probability, high support state (state H5) as shown in Figure 19. Details of the process for acquiring fluctuation time information for the second starting gate when it is played will be described later. After executing step Ss1807, proceed to step Ss1809.
[0396] On the other hand, if it is determined in step Ss1806 that the high-frequency support mode flag is not ON (Ss1806:NO), the process proceeds to step Ss1808.
[0397] Step Ss1808 executes the process for acquiring fluctuation time information for the second starting gate when it is in a high-probability, low-support state. This process acquires fluctuation time information for the second starting gate when it is played while the lottery mode is in high-probability mode and the support mode is in low-frequency support mode. Specifically, it acquires fluctuation time information for the second starting gate when it is played while it is in the high-probability, low-support state (state H6) as shown in Figure 19. Details of the process for acquiring fluctuation time information for the second starting gate when it is played will be described later. After executing step Ss1808, proceed to step Ss1809.
[0398] In step Ss1809, the variable time information obtained in steps Ss1804, Ss1805, Ss1807, and Ss1808 is set in the variable time counter area provided in the various counter areas 64f of RAM 64. After that, the variable time setting process for this second start port is terminated.
[0399] <Processing for acquiring fluctuation time information during low probability low support state for the second starting gate> Next, the process for acquiring variable time information during the low probability low support state for the second start port will be explained. The process for acquiring variable time information during the low probability low support state for the second start port is executed by the MPU 62 of the main control unit 60 as a subroutine (Figure 38: Ss1804) of the variable time setting process for the second start port.
[0400] Figure 39 is a flowchart showing the process for acquiring fluctuation time information during a low-probability, low-support state for the second start gate. In step Ss1901, long fluctuation time information is acquired. Specifically, an extremely long fluctuation time of 10 minutes (long fluctuation time) is acquired as fluctuation time information. After executing step Ss1901, the process for acquiring fluctuation time information during a low-probability, low-support state f...
Claims
[Claim 1] A launching mechanism for launching game balls, A ball entry area into which a game ball can be entered, and a predetermined special symbol entry area in which a predetermined special symbol and a specific special symbol different from the predetermined special symbol can be changed based on the entry of a game ball, A ball entry area into which a game ball can be entered, and a normal symbol entry area into which the normal symbols can be changed based on the entry of a game ball, A ball entry area in which the predetermined special symbols, the specific special symbols, and the ordinary symbols do not change even when a game ball enters, and in a specific ball entry area in which a game ball can enter when the firing mode by the firing means is the first firing mode, and in which a game ball cannot enter when the firing mode by the firing means is the second firing mode, A special ball entry means into which a game ball can be entered when the firing mode by the aforementioned firing means is the second firing mode, A notification means that can be a specific notification mode for notifying that the recommended launch mode is the second launch mode, A gaming machine equipped with, This gaming machine is During a predetermined waiting period in which the execution of a predetermined special game state that causes the aforementioned bonus ball entry means to perform a predetermined opening is confirmed, the notification means does not execute the specified notification mode. During the execution of the predetermined special game state, the notification means is configured to execute the specific notification mode. This gaming machine is During the predetermined waiting period when the notification means is not performing the specific notification mode, if a predetermined condition for opening the special ball entry means based on a game ball entering the specific ball entry area is met, the system is configured to generate the predetermined special game state after the execution of the predetermined control. This gaming machine is The system includes predetermined information storage means capable of storing predetermined information when a game ball enters the specified ball entry area. The predetermined information storage means is configured such that, after a specific type of predetermined information is stored, the start timing of the predetermined special game state, which is executed after the completion of the predetermined control, can be set. This gaming machine is The system is configured to switch between an enabled state, which enables the entry of game balls into the specific ball entry area during the predetermined waiting period, and an disabled state, which disables the entry of game balls into the specific ball entry area during the predetermined waiting period, based on the occurrence of predetermined game conditions. Even if a game ball enters the invalid state of the specific ball entry area during the predetermined waiting period, the predetermined conditions will not be met. This gaming machine is There are cases in which, when a game ball enters the specified ball entry area in the active state during the predetermined waiting period, the predetermined conditions are met and the predetermined special game state based on the ball entry is generated, and cases in which, even if a game ball enters the specified ball entry area in the active state during the predetermined waiting period, the predetermined conditions are not met and the predetermined special game state based on the ball entry is not generated. When causing the aforementioned to occur, In the first case, the predetermined special game state is generated after a first period has elapsed since the game ball entered the specified ball entry area, In a second case, the predetermined special game state is generated after a second period, which is longer than the first period, has elapsed since the game ball entered the specified ball entry area. It includes, In the first case, during the first period, the system is configured to perform a predetermined effect, In the second case, during the second period, the system is configured to execute the same performance as the predetermined performance, and to execute a performance different from the predetermined performance immediately following that performance. If a game ball enters the specified ball entry area but does not trigger the predetermined special game state, the system is configured to execute the same predetermined performance after the game ball enters the specified ball entry area. A gaming machine characterized by the following features.
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